Sep
2014
50 Shades of Mobile
50 Shades of Mobile
http://www.themobilenative.org/2012/09/50-shades-of-mobile.html
Digital Literacy for St. Cloud State University
http://www.themobilenative.org/2012/09/50-shades-of-mobile.html
Good afternoon,
Tom Hergert, Chris Stanley, Plamen Miltenoff and Marian Rengel discussed various aspects on mobile devices.
It was a great conversation, since we barely touched on technological aspects, but rather brainstormed on how to structure these meetings so most can benefit.
Questions/Issues/Ideas addressed:
how to choose a devices and what to use it for
do/can tablets help you work from home. Similarly to taking a laptop to work at home: how does this reflect on the social stigma of co-workers (“you are not at your office”)
can we expand the conversation beyond LRS and attract more participants by moving the monthly meeting from LRS to any of the coffee shops on campus (iSelf, LRS, Atwood)?
is there a “timer/timing” app, which can help me easily calculate the time was really “busy” with work-related tasks?
the structure of this group: who the we cater to and how
clickers were mentioned
Please feel most welcome to enter your responses to the billeted list above and any other ideas under the following IMS blog entry:
Here are the links to the blog entries from the previous meetings:
Contact us and contribute via social media:
IMS blog: https://blog.stcloudstate.edu/ims/ (keyword: mobile devices)
Twitter: https://twitter.com/SCSUtechinstruc
Facebook: https://www.facebook.com/InforMediaServices?ref=hl
Pinterest: http://www.pinterest.com/scsutechnology/
Instagram: http://instagram.com/scsutechinstruct
YouTube: https://www.youtube.com/channel/UC_UMIE5r6YB8KzTF5nZJFyA
Google +: https://plus.google.com/u/0/115966710162153290760/posts/p/pub
LinkedIn: https://www.linkedin.com/in/scsuinstructionaltechnology
(please enter your apps of preference)
If you need additional information, pls do not hesitate to contact us
If you have additional informatin and/or experience with any of these apps, pls do share on this blog entry.
http://www.teachthought.com/apps-2/10-apps-for-more-organized-project-based-learning/
App | iOS | Android | Windows | Other |
OmniFocus | y | |||
GoodReader | y | |||
Any.DO To-do List & Task List | y | y | ||
Penultimate | y | |||
Evernote | y | y | ||
Edmodo | y | y | ||
Teach | y | |||
Show Me | y | |||
Educreations Interactive Whiteboard | y | |||
Doodlecast Pro | y | |||
Pixntell | y | y | ||
ScreenChomp | y | |||
Doceri | y | |||
Please check also our old IMS blog postings:
https://blog.stcloudstate.edu/ims/2013/01/29/your-list-of-mobile-apps-for-ipad-andor-android-and-windows/
https://blog.stcloudstate.edu/ims/2013/10/22/7-important-traits-of-a-great-mobile-learning-app/
https://blog.stcloudstate.edu/ims/2013/12/04/social-media-explained/
https://blog.stcloudstate.edu/ims/2013/11/17/connectivism-and-traditional-learning-theories/
Top 10 Social Media Management Tools: beyond Hootsuite and TweetDeck
social media on mobile devices (Twitter and Facebook) to accommodate and enhance learning – and audio and video applications to enhance your presentations and projects.
– What is social media
– What are mobile devices
– Why social media on mobile devices?
– How they intersect in learning and teaching
Hands-on
– Describe your mobile device and determine its OS
what is OS and what kinds there are. Why is it important
– What social media applications are you familiar with
http://net.educause.edu/ir/library/pdf/hr2012.pdf
http://vergepipemedia.com/blog/using-social-media-for-higher-education/
http://ctlt.jhsph.edu/blog/post.cfm/social-media-in-higher-education-mobile-devices
https://www.iste.org/explore/education-leadership/hottest-topics-edtech-2022
8. Augmented, mixed and virtual reality
7. Social-emotional learning
6. Equity and inclusion
5. Online tools and apps
4. Distance, online, blended learning
3. Computer science and computational thinking
2. Instructional design and delivery
1. Project-based learning
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Greetings to you all! Presently, I am undertaking a masters course in “Instruction Design and Technology” which has two components: Coursework and Research. For my research, I would like to pursue it in the field of Augmented Reality (AR) and Mobile Learning. I am thinking of an idea that could lead to collaboration among students and directly translate into enhanced learning for students while using an AR application. However, I am having a problem with coming up with an application because I don’t have any computing background. This, in turn, is affecting my ability to come up with a good research topic.
I teach gross anatomy and histology to many students of health sciences at Mbarara University, and this is where I feel I could make a contribution to learning anatomy using AR since almost all students own smartphones. I, therefore, kindly request you to let me know which of the freely-available AR app authoring tools could help me in this regard. In addition, I request for your suggestions regarding which research area(s) I should pursue in order to come up with a good research topic.
Hoping to hear from you soon.
Grace Muwanga Department of Anatomy Mbarara University Uganda (East Africa)
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matthew.macvey@journalism.cuny.edu
Dear Grace, a few augmented reality tools which I’ve found are relatively easy to get started with:
For iOS, iPhone, iPad: https://www.torch.app/ or https://www.adobe.com/products/aero.html
To create AR that will work on social platforms like Facebook and Snapchat (and will work on Android, iOS) try https://sparkar.facebook.com/ar-studio/ or https://lensstudio.snapchat.com/ . You’ll want to look at the tutorials for plane tracking or target tracking https://sparkar.facebook.com/ar-studio/learn/documentation/tracking-people-and-places/effects-in-surroundings/
https://lensstudio.snapchat.com/guides/general/tracking/tracking-modes/
One limitation with Spark and Snap is that file sizes need to be small.
If you’re interested in creating AR experiences that work directly in a web browser and are up for writing some markup code, look at A-Frame AR https://aframe.io/blog/webxr-ar-module/.
For finding and hosting 3D models you can look at Sketchfab and Google Poly. I think both have many examples of anatomy.
Best, Matt
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“Beth L. Ritter-Guth” <britter-guth@NORTHAMPTON.EDU>
I’ve been using Roar. They have a 99$ a year license.
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I have recently been experimenting with an AR development tool called Zappar, which I like because the end users do not have to download an app to view the AR content. Codes can be scanned either with the Zappar app or at web.zappar.com.
From a development standpoint, Zappar has an easy to use drag-and-drop interface called ZapWorks Designer that will help you build basic AR experiences quickly, but for a more complicated, more interactive use case such as learning anatomy, you will probably need ZapWorks Studio, which will have much more of a learning curve. The Hobby (non-commercial) license is free if you are interested in trying it out.
You can check out an AR anatomy mini-lesson with models of the human brain, liver, and heart using ZapWorks here: https://www.zappar.com/campaigns/secrets-human-body/. Even if you choose to go with a different development tool, this example might help nail down ideas for your own project.
Hope this helps,
Brighten
Brighten Jelke Academic Assistant for Virtual Technology Lake Forest College bjelke@lakeforest.edu Office: DO 233 | Phone: 847-735-5168
http://www.lakeforest.edu/academics/resources/innovationspaces/virtualspace.php
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more on XR in education in this IMS blog
https://blog.stcloudstate.edu/ims?s=xr+education
Tuesday, April 23, 2019 https://library.educause.edu/resources/2019/4/2019-horizon-report
https://library.educause.edu/-/media/files/library/2019/4/2019horizonreport.pdf
p. 8 Modularized and Disaggregated Degrees
Only 2% of institutions have deployed digital microcredentials (including badging) institution-wide, but 29% are expanding or planning their use. —EDUCAUSE Strategic Technologies, 2019
p. 15 Increasing Demand for Digital Learning Experience and Instructional Design Expertise
A driving factor for mobile learning is the ownership of mobile devices, particularly the smartphone. In 2018, the Pew Research Center reported that 59% of adults globally own a smartphone, and research from the EDUCAUSE Center for Analysis and Research indicated that 95% of undergraduate students own smartphones. As mobile device ownership and usage have increased, mobile learning is no longer just focused on asynchronous interaction, content creation, and reference. More emphasis is emerging on content that is responsive instead of adaptive and on creating microlearning experiences that can sync across multiple devices and give learners the flexibility to learn on the device of their choice
p. 25 Mixed Reality
p. 36 Fail or Scale: AR and MR –
In 2016, the Horizon Expert Panel determined that augmented reality and virtual reality were two to three years from widespread adoption. By 2018, the notion of mixed reality was, at four to five years from adoption, even further out.
p. 38 Bryan Alexander: Gaming and Gamification (Fail or Scale)
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more on the Horizon reports in this IMS blog
https://blog.stcloudstate.edu/ims?s=horizon+report
Cross-Institution & Cross-Sector Collaboration Long-Term Trend: Driving Ed Tech adoption in higher education for five or more years
Although a variety of collaborations between higher education and industry have emerged, more-explicit frameworks and guidelines are needed to define how these partnerships should proceed to have the greatest impact.
links to the Webinar on the report:
https://events.educause.edu/educause-live/webinars/2018/exploring-the-2018-horizon-report
link to the transcript: https://events.educause.edu/~/media/files/events/educause-live/2018/live1808/transcript.docx
Proliferation of Open Educational Resources Mid-Term Trend: Driving Ed Tech adoption in higher education for the next three to five years
The United States lags on the policy front. In September 2017, the Affordable College Textbook Act was once again introduced in both the US House of Representatives and the Senate “to expand the use of open textbooks
It is unlikely that ACTA will pass, however, as it has been unsuccessfully introduced to two previous Congresses.
The Rise of New Forms of Interdisciplinary Studies
Faculty members, administrators, and instructional designers are creating innovative pathways to college completion through interdisciplinary experiences, nanodegrees, and other alternative credentials, such as digital badges. Researchers, along with academic technologists and developers, are breaking new ground with data structures, visualizations, geospatial applications, and innovative uses of opensource tools.
Growing Focus on Measuring Learning
As societal and economic factors redefine the skills needed in today’s workforce, colleges and universities must rethink how to define, measure, and demonstrate subject mastery and soft skills such as creativity and collaboration. The proliferation of data-mining software and developments in online education, mobile learning, and learning management systems are coalescing toward learning environments that leverage analytics and visualization software to portray learning data in a multidimensional and portable manner
Redesigning Learning Spaces
upgrading wireless bandwidth and installing large displays that allow for more natural collaboration on digital projects. Some are exploring how mixed-reality technologies can blend 3D holographic content into physical spaces for simulations, such as experiencing Mars by controlling rover vehicles, or how they can enable multifaceted interaction with objects, such as exploring the human body in anatomy labs through detailed visuals. As higher education continues to move away from traditional, lecture-based lessons toward more hands-on activities, classrooms are starting to resemble real-world work and social environments
Authentic Learning Experiences
An increasing number of institutions have begun bridging the gap between academic knowledge and concrete applications by establishing relationships with the broader community; through active partnerships with local organizations
Improving Digital Literacy Solvable Challenge: Those that we understand and know how to solve
Digital literacy transcends gaining discrete technological skills to generating a deeper understanding of the digital environment, enabling intuitive and discerning adaptation to new contexts and cocreation of content.107 Institutions are charged with developing students’ digital citizenship, promoting the responsible and appropriate use of technology, including online communication etiquette and digital rights and responsibilities in blended and online learning settings. This expanded concept of digital competence is influencing curriculum design, professional development, and student-facing services and resources. Due to the multitude of elements of digital literacy, higher education leaders must obtain institution-wide buy-in and provide support for all stakeholders in developing these competencies.
Despite its growing importance, it remains a complex topic that can be challenging to pin down. Vanderbilt University established an ad hoc group of faculty, administrators, and staff that created a working definition of digital literacy on campus and produced a white paper recommending how to implement digital literacy to advance the university’s mission: https://vanderbilt.edu/ed-tech/committees/digital-literacy-committee.php
Adapting Organizational Designs to the Future of Work
Technology, shifting information demands, and evolving faculty roles are forcing institutions to rethink the traditional functional hierarchy. Institutions must adopt more flexible, teambased, matrixed structures to remain innovative and responsive to campus and stakeholder needs.
Attempts to avoid bureaucracy also align with a streamlined workforce and cost elimination. Emphasis has been placed on designing better business models through a stronger focus on return on investment. This involves taking a strategic approach that connects financial practice (such as analyzing cost metrics and resource allocation) with institutional change models and goals.124
Faculty roles have been and continue to be impacted by organizational change, as well as by broader economic movements. Reflective of today’s “gig economy,” twothirds of faculty members are now non-tenure, with half working part-time, often in teaching roles at several institutions. This stands as a stark contrast to 1969, when almost 80 percent of faculty were tenured or tenuretrack; today’s figures are nearly inverted. Their wages are applying pressure to traditional organizational structures.Rethinking tenure programs represents another change to organizational designs that aligns with the future of work.
Organizational structures are continuing to evolve on the administrative side as well. With an emphasis on supporting student success, many institutions are rethinking their student services, which include financial aid, academic advising, and work-study programs. Much of this change is happening within the context of digital transformation, an umbrella term that denotes the transformation of an organization’s core business to better meet customer needs by leveraging technology and data.
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added Nov 13, 2018
https://www.ecampusnews.com/2017/03/24/growing-trends-academic-libraries/
Short-Term, 1-2 years):
(Mid-Term, 3-5 years):
(Long-Term, 5 or more years):
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more on the NMC Horizon Report in this IMS blog
https://blog.stcloudstate.edu/ims?s=horizon+report