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teen use of phones

Teens worry they use phones too much

Andrew M. Seaman

https://www.linkedin.com/feed/news/teens-worry-they-use-phones-too-much-2251987/

Roughly half of U.S. teens say they spend too much time on their cellphones, according to research from Pew. About the same proportion of teens report taking steps to limit their use of the devices. Another survey found that about two-thirds of parents also worry their children spend too much time in front of screens; nearly 60% of parents report setting screen time restrictions for their children. The findings come as some technology companies introduce features to cut back on phone addiction.

https://www.linkedin.com/feed/update/urn%3Ali%3Aactivity%3A6438043256424054784?lipi=urn%3Ali%3Apage%3Ad_flagship3_profile_view_base%3BK6U2j7wPTx2kZp6R0t9WBg%3D%3D&licu=urn%3Ali%3Acontrol%3Ad_flagship3_profile_view_base-view_activity_details

http://www.pewinternet.org/2018/08/22/how-teens-and-parents-navigate-screen-time-and-device-distractions/

Amid roiling debates about the impact of screen time on teenagers, roughly half of those ages 13 to 17 are themselves worried they spend too much time on their cellphones. Some 52% of U.S. teens report taking steps to cut back on their mobile phone use, and similar shares have tried to limit their use of social media (57%) or video games (58%), a new Pew Research Center survey finds.

Overall, 56% of teens associate the absence of their cellphone with at least one of these three emotions: loneliness, being upset or feeling anxious. Additionally, girls are more likely than boys to feel anxious or lonely without their cellphone.

The vast majority of teens in the United States have access to a smartphone, and 45% are online on a near constant basis. The ubiquity of social media and cellphones and other devices in teens’ lives has fueled heated discussions over the effects of excessive screen time and parents’ role in limiting teens’ screen exposure. In recent months, many major technology companies, including Google and Apple, have announced new products aimed at helping adults and teens monitor and manage their online usage.

Girls are somewhat more likely than boys to say they spend too much time on social media (47% vs. 35%).

Meanwhile, 31% of teens say they lose focus in class because they are checking their cellphone – though just 8% say this often happens to them, and 38% say it never does.

Girls are more likely than boys to express feelings of anxiety (by a 49% to 35% margin) and loneliness (by a 32% to 20% margin) when they do not have their phone with them.

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more on contemplative computing in this iMS blog
https://blog.stcloudstate.edu/ims?s=contemplative+computing

how to leaderboards

https://elearningbrothers.com/how-to-create-a-leaderboard-elearning-google/

https://docs.google.com/spreadsheets/d/16GvzEQmnZRTx02yzCi5E8aNbZL7QTDomqu9nmaLk35s/edit#gid=0

https://community.articulate.com/discussions/articulate-storyline/how-to-create-a-free-leaderboard-for-elearning-with-google

https://support.geckoboard.com/hc/en-us/articles/115005738248-Create-leaderboards-using-spreadsheets

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

Fake news materials for Engl 101

English 101 materials for discussion on fake news.

Jamie Heiman.

All materials on #FakeNews in the IMS blog: https://blog.stcloudstate.edu/ims?s=fake+news

this topic is developed in conjunction with digital literacy discussions.

from psychological perspective: https://blog.stcloudstate.edu/ims/2018/03/29/psychology-fake-news/

from legal/ethical perspective: https://blog.stcloudstate.edu/ims/2018/03/26/prison-time-for-fake-news/

definition:
https://blog.stcloudstate.edu/ims/2018/02/18/fake-news-disinformation-propaganda/

mechanics:
https://blog.stcloudstate.edu/ims/2017/11/22/bots-trolls-and-fake-news/

https://blog.stcloudstate.edu/ims/2017/07/15/fake-news-and-video/

https://blog.stcloudstate.edu/ims/2018/04/09/automated-twitter-bots/

https://blog.stcloudstate.edu/ims/2018/03/25/data-misuse/

https://blog.stcloudstate.edu/ims/2018/02/10/bots-big-data-future/

https://blog.stcloudstate.edu/ims/2017/09/19/social-media-algorithms/

exercises in detecting fake news:
(why should we) :

fake news


https://blog.stcloudstate.edu/ims/2016/12/09/immune-to-info-overload/

https://blog.stcloudstate.edu/ims/2017/08/13/library-spot-fake-news/

https://blog.stcloudstate.edu/ims/2016/11/23/fake-news/

https://blog.stcloudstate.edu/ims/2016/12/14/fake-news-2/

https://blog.stcloudstate.edu/ims/2017/06/26/fake-news-real-news/

https://blog.stcloudstate.edu/ims/2017/03/28/fake-news-resources/

https://blog.stcloudstate.edu/ims/2017/03/15/fake-news-bib/

News literacy education (see digital literacy): https://blog.stcloudstate.edu/ims/2018/06/23/digital-forensics-and-news-literacy-education/

https://blog.stcloudstate.edu/ims/2017/07/21/unfiltered-news/

https://blog.stcloudstate.edu/ims/2017/03/13/types-of-misinformation/

Additional ideas and readings:

https://blog.stcloudstate.edu/ims/2017/11/30/rt-hybrid-war/

https://blog.stcloudstate.edu/ims/2017/08/23/nmc-digital-literacy/

 

 

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

Fortnite Craze

https://www.npr.org/2018/05/05/608164530/the-fortnite-craze-might-be-here-to-stay

In April, a PLAYlive Nation lounge in Tracy, Calif., hosted its first Fortnite tournament and sold out. Hundreds of players bought tickets to play against one another and win prizes.

Joost van Dreunen, the CEO of Superdata Research, a video game analytics firm, says most shooter games are serious and simulate violence. Fortnite, he says, is more like a friendly game of tag.

His company estimates the game has made about $223 million across all platforms in March alone. In lifetime sales, it had made about $614 million. The game is free to play, but Epic Games, the company that owns Fortnite, makes money through microtransactions. Players can spend real money to make cosmetic changes to their characters in the game. They can buy things like skins, which are like costumes, for their characters or emotes, which are celebratory dance moves their characters can do after winning or killing another player in the game.

Ninja, the gamer name taken by 26-year-old Tyler Blevins, is now a legend in the Fortnite world. He is a master at the game and rocketed into popularity after playing in an online battle with rap artists Drake and Travis Scott on March 14. That battle has been watched more than 9 million times.

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Educators Battle ‘Fortnite’ for Students’ Attention

https://www.edweek.org/ew/articles/2018/05/03/educators-battle-fortnite-for-students-attention.html

Many educators want to ban the game from their classrooms, but some are taking the opposite approach, attempting to weave students’ interest in Fortnite into class discussions and assignments.

Nick Fisher, a science teacher at Fort Zumwalt North High School in O’Fallon, Mo., said his students like to take screenshots of gameplay and send them to friends over Snapchat. Teenagers want to broadcast their victories, and because the game is on their phones, it’s easy to post updates to social media, making Fortnite “the perfect concoction of addiction,” said Fisher.

North High blocks all social media and gaming sites on its WiFi, said Fisher, but students tell him how they circumvent the restriction: They use virtual private networks, or VPNs, to establish independent internet connections. (Dozens of YouTube videos provide step-by-step tutorials for students looking to get around school WiFi controls.)

“Kids can’t multitask,” she said. “Even having a digital device within sight can cognitively distract the student enough that they can’t focus on the academics.”

Schools and teachers should be guiding parents when it comes to appropriate limits around screen time, said Kolb. Most parents will appreciate research-based recommendations, such as turning off all screens a set amount of time before bed, she said.

Games like Fortnite can even have social benefits, said John Velez, an assistant professor of journalism and electronic media at Texas Tech University. Velez, who studies the positive effects of video games, has found that playing violent games cooperatively with helpful teammates promotes pro-social behavior.

Chris Aviles, the coordinator of innovation, technology, and 21st century skills for the Fair Haven Public Schools in New Jersey, wrote “A Teacher’s Guide to Surviving Fortnite,” an exploration of ways the game can be used for instructional purposes. The guide, posted to his blog Teched Up Teacher, suggests how to integrate the game into writing prompts, math lessons on probability, and physics.

Aviles doesn’t advocate playing the game at school. There isn’t any educational value in letting students engage in virtual combat during a lesson, he said. Instead, teachers can build a lesson around one aspect of the game, such as having students calculate the best angle of approach as they jump from the “Battle Bus,” the floating bus that drops players onto the map at the beginning of each match.

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Instagram, Snapchat, Fortnite: The distractions are endless. Here’s how to help kids cope.

 May 14 at 9:00 AM
In January, two of Apple’s shareholder groups asked the company to look at the addictive effects of iPhones on children. Google’s recent developer conference highlighted tools to help users better control smartphone usage.
2015 survey of more than 1,800 teachers and 400 principals in Alberta, B.C., found that nearly three-fourths of teachers frequently or very frequently observed students multitasking with technology, and 67 percent of teachers believed that the number of students negatively distracted by digital technologies in the classroom was growing.
2017 study published in the journal Social Psychological and Personality Science tracked college students’ progress on their goals over the course of a semester and found that successful goal attainment was less about self-control and more about blocking and eliminating potential distractions.
The best approach is to use empathy, compassion and collaboration to help the young people in your life find ways to manage their digital workflow.
Encourage visualization for inspiration and motivation. The first step is getting students to buy in and to want to make behavioral changes.
Focus on compartmentalization. A 2009 study from Stanford researchers found that people who juggled several streams of electronic information were not able to pay attention, remember key information or switch tasks as effectively as those who completed one task at a time.
Using the Pomodoro technique of spending 25 minutes focused on one task followed by a five-minute break can be an easy way to have students begin to shift from a multitasking to a monotasking mind-set.
Make focus fun. There are now numerous ways to use technology to help us be more productive with technology, and it doesn’t have to be arduous. Students in my office use apps such as Forest or Flipd to motivate them to stay off their phones during class or when doing homework. Forest has a simple interface that will build a digital tree for users who stay off their phones. Flipd allows users to hide certain apps, allot time off their phone based on their schedule and, for a premium, track their progress over time.
Provide structured support as needed. A middle school student with whom I worked recently was relieved when his mother used the Mac OS app SelfControl to block YouTube and ESPN while he was doing his homework (Cold Turkey is a similar PC-based app).
Allow opportunities for regrouping. Even the best plans can go awry (for adults and kids alike). It’s important to focus on progress rather than perfection. Create time daily or weekly for students to think about what went well in terms of managing distractions and improving productivity, and what they would like to do better. Ask open-ended questions without judgment or expectation

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

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more on social media addiction in this IMS blog
https://blog.stcloudstate.edu/ims/2018/05/08/social-media-addiction/

VR discussion Plovdiv University

***** reserve space: register here |  запазете си място: регистрирайте се тук ******

Open Discussion: VR in Education |  Тема: Виртуалната реалност в образованието

Where | Университет Пловдив  https://goo.gl/maps/bLBYXkp5S1S2 and online ( виртуално)
When | Кога: 3. май, 2018, 15 часа |  May 3, 2018, 3PM local time (Bulgaria)
Who | Кой: преподаватели и суденти  |  faculty аnd students
How | Как: използвайте “обратна връзка” за споделяне на вашите идеи  | use the following hashtag for backchanneling #BGtechEd

 

Facebook Live stream:
https://www.facebook.com/InforMediaServices/
and recording available
(предаване на живо и запис)

VIdeo 360 recording: part 1, part 2, part 3

Виртуална реалност в учебния процес – теория и практика-  1-1, 1/2 час продължителност
Virtual reality in teaching and learning – theory and hands-on

Уточняване на понятията относно различните видове реалност: виртуална реалност, video 360 ; разширена реалност;  смесена реалност. VR/AR/MR in education.
Подход и усвояване на различните видове реалност в образованието. Връзка между трите вида реалност в образованието и конструктивизма като теория на преподаването. Връзка между трите вида реалност в образованието и игровия подход и игрофикацията на образованието. Оценяване на обучението базирано на различните видове реалности.

When a student is brilliant on the street corner but falling asleep in class, something is wrong with the schooling system
Ако учащ се е страхотен на ъгъла на улицата, но се проваля или заспива в клас, тогава нещо е грешно с учебната система
https://blog.stcloudstate.edu/ims/2018/04/17/education-teched-frenemies/

VR can be inexpensive and effective | Виртуална / разширена реалност може да бъде ефикасна и ефективна: https://blog.stcloudstate.edu/ims/2018/04/26/teaching-virtual-reality/

  1. Кратък теоретичен преглед на видео 360 – 10 мин

https://www.linkedin.com/groups/2811/2811-6391674579739303939

Definitions for VR/AR/MR | дефиниции на:  виртуална реалност; разширена реалност; смесена реалност
https://blog.stcloudstate.edu/ims/2018/03/21/t4tl-games-and-vr-library/

  1. Практически опит с видео 360 – 25 – 30 мин
  • Заснемане с камера
  • Редактиране на заснетия материал и възможности за интерактивност

  1. Дискусия относно методиката на приложение в учебния процес

2 min video from the entrance of your University is viewable through Google Cardboard and your laptops. Study the video and seek answers to the following questions:

******  https://youtu.be/VmOpsrVhEQE  ********
– what are the advantages of Video 360 to all other known-to-you media formats?
кои са предимствата на Видео 360 в сравнение с всички други медийни формати, които познавате?
– what would you do better in terms the video footage?
какво бихте заснимали, което да подобри видео материала за преподавателски и учебни цели (например: както друго място бихте избрали)
– how is / can be this medium advantageous to implementing core learning / teaching techniques
как този медиен формат може да се използва за да се подобрят съществуващите условия за успешно преподаване и обучение

  1. По избор – разговор с Марк Гил от Щатския университет Сейнт Клауд и демонстрация на виртуална реалност в учебния процес – 10-15 мин
  2. По избор –
    1. gaming and gamification and the role of VR and V360
      http://web.stcloudstate.edu/pmiltenoff/bi/
    2. digital storytelling and the role of VR and V360 | цифрово разказване и ролята на ВР и В360: http://web.stcloudstate.edu/pmiltenoff/lib490/
      Дискусии в тази ФБ група | Discussions welcome here: https://www.facebook.com/groups/SCSUDigitalStorytelling/

#3 from the following blog entry: https://blog.stcloudstate.edu/ims/2018/04/17/practical-about-vr-and-ar-in-schools/ (go beyond storytelling)

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Additional Information |  Дoпълнителна литература/информация

https://blog.stcloudstate.edu/ims?s=virtual+reality

https://blog.stcloudstate.edu/ims?s=augmented+reality

teaching with technology conference

Magna Teaching with Technology Conference,

October 5, 2018, St. Louis, MO

https://www.magnapubs.com/teaching-with-technology-conference/plenary-sessions.html

  • Thriving Minds: What’s Working, What’s Not, and What’s Next in Teaching with Technology

Michelle D. Miller, director, First Year Learning Initiative, professor of psychological sciences, Northern Arizona University

Educational technology has survived its early challenges—but is it thriving yet?

take a look at some outstanding examples of what evidence-based, engaging, technologically-enhanced teaching can look like in practice. We will then consider approaches, resources, and techniques that could help us push past some of the biggest challenges faced by our movement. These approaches include making students our allies in the fight against distraction and disengagement; explicitly considering cognitive principles when developing, incorporating and evaluating new technologies; and nurturing faculty and instructional designers as an important—perhaps the most important—source of truly useful, truly innovative ideas for teaching and learning with technology.

  • What Role does/should the 3T’s of Technique, Tools, and Time Play in Modern Educational Practices?

Dave Yearwood, professor, University of North Dakota

What use are discussions about tools without some understanding about the techniques needed to maximize a tool’s effectiveness in multiple settings? What teaching and learning opportunities can educators and students take advantage of when technological tools are leveraged with proven practices to gain knowledge and understanding about what is possible? Furthermore, what factors should be considered regarding the efficient use of time in task achievement and task completion of identified learning goals in face-to-face and online settings? Tools, Technique, and Time, the 3 triplets of ePedagogy cannot be looked at in isolation. An examination of the 3t’s will be conducted with the intent of revealing through examples how the triplets can be applied/used in a complimentary fashion to help faculty and students achieve their collective identified educational objectives—increased learning and understanding with targeted applications.

  • Educators as Designers and the Architecting of Learning

Remi Kalir, assistant professor of information and learning technologies, University of Colorado Denver

design and create learning environments, learning opportunities, and learning technologies.

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more on teaching with technology in this IMS blog
https://blog.stcloudstate.edu/ims?s=teaching+with+technology

instruments and methods for formative assessment

********* reserve space: register here |  запазете си място: регистрирайте се тук *********

Open Discussion: Instruments and Methods for Formative Assessment: by invitation of teachers from Plovdiv region |  Тема: Инструменти и методи за актуални училищни занятия

Where | Къде: СУ „Димитър Матевски“  https://goo.gl/maps/rojNjE3dk4s and online ( виртуално)
When | Кога: 2. май, 2018, 14 часа |  May 2, 2018, 2PM local time (Bulgaria)
Who | Кой: преподаватели и педагози  |  teachers and faculty
How | Как: използвайте “обратна връзка” за споделяне на вашите идеи  | use the following hashtag for backchanneling #BGtechEd

short link: http://bit.ly/teachassess

open URL on cell phone

qr code formative assessment event

Live stream:
https://www.facebook.com/InforMediaServices/
and recording available
(предаване на живо и запис)

https://youtu.be/oYBtJSzUvrk

  1. Intro | Представяне – 5мин.
    Who are we (please share short intro about your professional interests) | Кои сме ние: споделете накратко професионалните си интереси (използвайте “comment” section под този блог)
    http://web.stcloudstate.edu/pmiltenoff/faculty/
  2. Plan | Защо сме се събрали? Представяне на плана. – 5-10мин.
    https://blog.stcloudstate.edu/ims/2018/04/15/ed-leadership-and-edtech/
    Edtch why | защо учебни технологии? how to choose edtech | как избираме технологии? who chooses/decided | кой решава кои технологии?
    https://blog.stcloudstate.edu/ims/2016/02/09/collaborative-tools/
    virtual collaborative board | да се срещнем тук: https://www.notebookcast.com/en/board/showboard/fw56dmgj/
  3. Reality Check (before we do tech) | минута за откровение (преди да започнем с технологии):
    who is our audience | кого учим/обучаваме?
    https://blog.stcloudstate.edu/ims/2018/04/21/in-memoriam-avicii/
    https://blog.stcloudstate.edu/ims/2018/04/17/edtech-implementation-fails/
    why technology application fails | защо се проваля използването на технологии в обучението?
    Understanding Purpose | какъв е смисълът
    Insufficient Modeling of Best Practices | недостатъчен или несподелен опит
    Bad First Impressions | лоши първи впечатления
    Real-World Usability Challenges | ежедневни проблеми
    The Right Data to Track Progress | кои данни определят успеха
    Share your thoughts for the fails | Сподели твоите мисли за провала

Тема1. Сравняване на Kahoot, Edpuzzle и Apester –  1-1, 1/2 час продължителност
Topic 1: A comparison of Kahoot, Apester and EdPuzzle

definitions | термини : BYOD (BYOx), flipped classroom, formative assessment (vs summative assessment)

Kahoot (https://kahoot.it/) – 10 мин.
 kahoot
Apester (https://apester.com/ )– 10-15мин.
 apester
    • Представяне | short demonstration
    • Споделяне на опит | ideas and experience exchange.
      Comparison to other tools (e.g. flipped classroom advantage to Kahoot; difference from EdPuzzle, similarities to EdPuzzle) | съпоставяне с други инструменти: например, обърната класна стая – предимство пред Кахут; разлики и прилики с ЕдПъзил и тн)

Edpuzzle (https://edpuzzle.com )– 10 – 15мин.
 edpuzzle
    • Представяне | short demonstration
    • Edpuzzle виртуална класна стая | interactive virtual classroom
    • Създаване на акаунт | account creation and building of learning objects
      Comparison to other tools (e.g. flipped classroom advantage to Kahoot; difference from EdPuzzle, similarities to EdPuzzle) | съпоставяне с други инструменти: например, обърната класна стая – предимство пред Кахут; разлики и прилики с Еиптстър и тн)

https://edpuzzle.com/assignments/5ad4cad48f4df34107c58bd0/watch

Тема 2. Виртуална реалност в учебния процес – теория и практика-  1-1, 1/2 час продължителност
Topic 2. Virtual reality in teaching and learning – theory and hands-on

When a student is brilliant on the street corner but falling asleep in class, something is wrong with the schooling system
Ако учащ се е страхотен на ъгъла на улицата, но се проваля или заспива в клас, тогава нещо е грешно с учебната система
https://blog.stcloudstate.edu/ims/2018/04/17/education-teched-frenemies/

VR can be inexpensive and effective | Виртуална / разширена реалност може да бъде ефикасна и ефективна: https://blog.stcloudstate.edu/ims/2018/04/26/teaching-virtual-reality/

  1. Кратък теоретичен преглед на видео 360 – 10 мин

https://www.linkedin.com/groups/2811/2811-6391674579739303939

Definitions for VR/AR/MR | дефиниции на:  виртуална реалност; разширена реалност; смесена реалност
https://blog.stcloudstate.edu/ims/2018/03/21/t4tl-games-and-vr-library/

  1. Практически опит с видео 360 – 25 – 30 мин
  • Заснемане с камера
  • Редактиране на заснетия материал и възможности за интерактивност
  1. Дискусия относно методиката на приложение в учебния процес
  2. По избор – разговор с Марк Гил от Щатския университет Сейнт Клауд и демонстрация на виртуална реалност в учебния процес – 10-15 мин
  3. По избор –
    1. gaming and gamification and the role of VR and V360
      http://web.stcloudstate.edu/pmiltenoff/bi/
    2. digital storytelling and the role of VR and V360 | цифрово разказване и ролята на ВР и В360: http://web.stcloudstate.edu/pmiltenoff/lib490/
      Дискусии в тази ФБ група | Discussions welcome here: https://www.facebook.com/groups/SCSUDigitalStorytelling/

#3 from the following blog entry: https://blog.stcloudstate.edu/ims/2018/04/17/practical-about-vr-and-ar-in-schools/ (go beyond storytelling)

++++++++++++++

Additional Information |  Дпълнителна литература/информация

https://blog.stcloudstate.edu/ims/2016/02/22/formative-assessment-ideas/

Formative Assessment Tools:  https://blog.stcloudstate.edu/ims/2016/01/13/formative-assessment-tools/

https://blog.stcloudstate.edu/ims/2014/12/09/formative-assessment/

definitions online learning

Online learning here is used as a blanket term for all related terms:

  • HyFlex courses – hybrid + flexible
    “hybrid synchronous” or “blended synchronous” courses

    • Definition:
      The HyFlex model gives students the choice to attend class in person or via synchronous remote stream and to make that choice on a daily basis. In other words, unlike online and hybrid models which typically have a fixed course structure for the entire semester, the HyFlex model does not require students to make a choice at the beginning of term and then stick with it whether their choice works for them or not; rather students are able to make different choices each day depending on what works best for them on that day (hence the format is “flexible”) (Miller and Baham, 2018, to be published in the Proceedings of the 10th International Conference on Teaching Statistics).
    • Definition from Horizon Report, HIgher Ed edition, 2014. p. 10 integration of Online Hybrid and Collaborative Learning
    • Definition from U of Arizona (https://journals.uair.arizona.edu/index.php/itet/article/view/16464/16485)
      Beatty (2010) defines HyFlex courses to be those that “enable a flexible participation policy for students whereby students may choose to attend face-to-face synchronous class sessions or complete course learning activities online without physically attending class”
  • Online courses
    • Definition
      Goette, W. F., Delello, J. A., Schmitt, A. L., Sullivan, J. R., & Rangel, A. (2017). Comparing Delivery Approaches to Teaching Abnormal Psychology: Investigating Student Perceptions and Learning Outcomes. Psychology Learning and Teaching, 16(3), 336–352. https://doi.org/10.1177/1475725717716624
      p.2.Online classes are a form of distance learning available completely over the Internet with no F2F interaction between an instructor and students (Helms, 2014).
    • https://www.oswego.edu/human-resources/section-6-instructional-policies-and-procedures
      An online class is a class that is offered 100% through the Internet. Asynchronous courses require no time in a classroom. All assignments, exams, and communication are delivered using a learning management system (LMS). At Oswego, the campus is transitioning from ANGEL  to Blackboard, which will be completed by the Fall 2015 semester.  Fully online courses may also be synchronous. Synchronous online courses require student participation at a specified time using audio/visual software such as Blackboard Collaborate along with the LMS.
    • Web-enhanced courses

Web enhanced learning occurs in a traditional face-to-face (f2f) course when the instructor incorporates web resources into the design and delivery of the course to support student learning. The key difference between Web Enhanced Learning versus other forms of e-learning (online or hybrid courses) is that the internet is used to supplement and support the instruction occurring in the classroom rather than replace it.  Web Enhanced Learning may include activities such as: accessing course materials, submitting assignments, participating in discussions, taking quizzes and exams, and/or accessing grades and feedback.”

  • Blended/Hybrid Learning
    • Definition

Goette, W. F., Delello, J. A., Schmitt, A. L., Sullivan, J. R., & Rangel, A. (2017). Comparing Delivery Approaches to Teaching Abnormal Psychology: Investigating Student Perceptions and Learning Outcomes. Psychology Learning and Teaching, 16(3), 336–352. https://doi.org/10.1177/1475725717716624
p.3.

Helms (2014) described blended education as incorporating both online and F2F character- istics into a single course. This definition captures an important confound to comparing course administration formats because otherwise traditional F2F courses may also incorp- orate aspects of online curriculum. Blended learning may thus encompass F2F classes in which any course content is available online (e.g., recorded lectures or PowerPoints) as well as more traditionally blended courses. Helms recommended the use of ‘‘blended’’ over ‘‘hybrid’’ because these courses combine different but complementary approaches rather than layer opposing methods and formats.

Blended learning can merge the relative strengths of F2F and online education within a flexible course delivery format. As such, this delivery form has a similar potential of online courses to reduce the cost of administration (Bowen et al., 2014) while addressing concerns of quality and achievement gaps that may come from online education. Advantages of blended courses include: convenience and efficiency for the student; promotion of active learning; more effective use of classroom space; and increased class time to spend on higher- level learning activities such as cooperative learning, working with case studies, and discuss- ing big picture concepts and ideas (Ahmed, 2010; Al-Qahtani & Higgins, 2013; Lewis & Harrison, 2012).

Although many definitions of hybrid and blended learning exist, there is a convergence upon three key points: (1) Web-based learning activities are introduced to complement face-to-face work; (2) “seat time” is reduced, though not eliminated altogether; (3) the Web-based and face-to-face components of the course are designed to interact pedagogically to take advantage of the best features of each.
The amount of in class time varies in hybrids from school to school. Some require more than 50% must be in class, others say more than 50% must be online. Others indicate that 20% – 80% must be in class (or online). There is consensus that generally the time is split 50-50, but it depends on the best pedagogy for what the instructor wants to achieve.

Backchannel and CRS (or Audience Response Systems):
https://journals.uair.arizona.

More information:

Blended Synchronous Learning project (http://blendsync.org/)

https://journals.uair.arizona.edu/index.php/itet/article/view/16464/16485

https://www.binghamton.edu/academics/provost/faculty-staff-handbook/handbook-vii.html

VII.A.3. Distance Learning Courses
Distance learning courses are indicated in the schedule of classes on BU Brain with an Instructional Method of Online Asynchronous (OA), Online Synchronous (OS), Online Combined (OC), or Online Hybrid (OH). Online Asynchronous courses are those in which the instruction is recorded/stored and then accessed by the students at another time. Online Synchronous courses are those in which students are at locations remote from the instructor and viewing the instruction as it occurs. Online Combined courses are those in which there is a combination of asynchronous and synchronous instruction that occurs over the length of the course. Online Hybrid courses are those in which there is both in-person and online (asynchronous and/or synchronous) instruction that occurs over the length of the course.

Women in data science

Women in data science conference

Organiser: Fatima Batool (The Alan Turing Institute and WiDS Ambassador)

Date: 6 April 2018

Venue: The Alan Turing Institute

Register now


The Stanford Women in Data Science conference (WiDS) is a one day global conference that will bring data scientists together to share cutting edge research.  The conference aim is to inspire and encourage data scientists worldwide and exclusively support women in the field.

We will proudly host WiDS at The Alan Turing Institute.  The conference will feature eminent female speakers through technical talks, lunchtime discussions on data science (topics to be announced shortly), a panel discussion and networking event.

The conference programme and speaker information will be soon available through the conference website.  The event will be available worldwide via live streaming and the conference talks will be broadcast online.

The event will provide great opportunities to connect with potential mentors, collaborators and peers; hear about recent advancements in data science and explore new research dimensions.

Speakers:

Cecilia Lindgren

Mihaela van der Schaar

Jil Matheson

Codina Cotar

Emma McCoy

Cecilia Mascolo

Kathy Whaler

Mariana Damova

We welcome all regardless of gender to join us on Friday 6 April 2018 for an excellent learning experience.

For more information email: events@turing.ac.uk

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