Searching for "generation z"
https://www.linkedin.com/pulse/20141209145608-52594–everyone-is-replaceable-and-other-business-lies
Only fearful managers say “Everyone is replaceable.” Fearful managers say other hateful things, too, things like “I don’t pay you to think” and “That’s my decision, not yours.” Those fearful statements make it easy to tell which managers are deserving of your talents and which aren’t.
My note:
This line “Everyone is Replaceable” is ascribed to Stalin. In 1939, when he was sending his top officers to the Gulag, later not able to stop Hitler’s 1941 invasion.
When I heard the same expression from my former boss, I was thinking about Sting’s song: https://www.youtube.com/watch?v=WNt5iK8EuAU
I was pleased to read the article and I agree with the ideas laid out.
However, it was an eye opener to read also the comments. I realized that the “managers” (even if some of them claimed they are “leaders”) are very critical toward the ideas. I realized that throughout reading the article, I was identifying myself with an “employee,” not the “manager” view point.
It is sad to see how critical the “managers” where toward the article, how behind they are the times; since the technocrat management is passe and people now long for a “human” leadership (Friedman’s “The World is Flat.”)
I was also flabbergasted to read the comments of all these experienced administrators, who cannot see the forest, only the three. Is it cultural? Generational? Gender-based? Whatever it is, it certainly does not paint pleasant picture for the work environment around us, the employees.
http://www.csmonitor.com/Commentary/Opinion/2010/0219/Posner-Kouwe-and-Hegemann-old-school-vs.-new-school-attitudes-about-plagiarism
Generation-Y literary remixing? or plagiarism?
I’ve typically come to the defense of Gen Y, to which I belong, when baby boomers and others accuse us of neglecting personal relationships in favor of social networking, or of growing so reliant on technology that we’re unable to operate an actual telephone book or read a paper map. I even make my living doing all kinds of Millennial-y things like blogging and writing for online publications. But I also went to a solid journalism school that instilled me with plenty of old-old-school values, many of which I don’t think are forgiving when it comes to lifting another person’s writing or insights without also admitting where you got them.
Evering L, Moorman G. Rethinking Plagiarism in the Digital Age. Journal Of Adolescent & Adult Literacy [serial online]. September 2012;56(1):35-44. Available from: EBSCO MegaFILE, Ipswich, MA. Accessed December 3, 2014.
http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dkeh%26AN%3d79862807%26site%3dehost-live%26scope%3dsite
The current concept of plagiarism is based on a capitalist view of property and ownership. It assumes that everything of value can be owned, bought, and sold and that ideas, knowledge, and art are created by individuals who have the rights of ownership. This view is deeply ingrained in Western culture.
Traditional definitions of plagiarism are further challenged by the digital revolution.
This situation has caused the current Millennial generation to see knowledge ownership, acquisition, and distribution in radically different terms than in previous generations. Clearly,
academia is past due in reevaluating the concept and how we deal with it in secondary and higher
education.
https://hubbardbecky.wordpress.com/2010/09/22/plagiarism-and-millenialls/
http://www.cnet.com/pictures/apples-refreshed-ipad-line-pictures/
Apple created the A8X processor specifically for the iPad Air 2. The new chip has a second-generation 64-bit architecture, houses 3 billion transistors, and compared to the iPhone 6‘s A8 chip, has a 40 percent faster CPU, while its GPU is 2.5 times faster.
rear 8-megapixel iSight camera boasts a new sensor to capture 3,264×2,448 resolution photos and 1080p HD video.
Apple added an impressive anti-reflective coating to the iPad Air 2, which allegedly reduces glare by 56 percent.
http://www.edtechmagazine.com/k12/article/2014/10/review-microsoft-surface-pro-3-packs-punch
250-gigabyte hard drive, the Surface Pro 3 offers 15GB of online storage through Microsoft OneDrive
12-inch screen’s 3:2 aspect ratio
Intel Core i5 that could crunch large Adobe Photoshop and Microsoft PowerPoint files with ease
http://www.npr.org/blogs/alltechconsidered/2014/09/29/352476454/how-hong-kong-protesters-are-connecting-without-cell-or-wi-fi-networks
messaging one another through a network that doesn’t require cell towers or Wi-Fi nodes. They’re using an app called FireChat that launched in March and is underpinned by mesh networking, which lets phones unite to form a temporary Internet.
My note: seems that civil disobedience provides excellent innovations in using technology; examples are-
- the 1999 World Trade Organization Protests in Seattle, where the “swarming” idea was implemented and later transformed by Bryan Alexander into “swarming for education” (http://www.educause.edu/ero/article/going-nomadic-mobile-learning-higher-education) and depicted on this blog in September 2013
https://blog.stcloudstate.edu/ims/tag/bryan-alexander/
to be continued by Britt in Learning Swarms? (http://bwatwood.edublogs.org/2010/08/05/learning-swarms/) and Howard Rheingold in his interview with Bryn Alexander in 2004 (http://www.thefeaturearchives.com/topic/Culture/M-Learning_4_Generation_Txt_.html and as Howard calls it “moblogging” and lately is becoming finally popular (at least in K12 if not in higher ed) as “backchanneling.”
- In a very similar scenario as the 1999 Seattle unrest, people in Venezuela (#venezuelalibre – Zello) and Ukraine (Ukrainian roots shine through at WhatsApp) are turning to mobile apps to organize themselves and defy governments blocking of traditional social media (Protesters in Venezuela, Ukraine turn to peer-to … – CNN.com)The ideas using Zello and WhatsApp in education poured in:A WhatsApp for education?, How to use Whatsapp Chat Messenger for Education
Mesh networking is still only an IT term. Internet and dbase search has no returns on mesh networking as a tool for education and/or civil disobedience. Will it be the continuation of moblogging, backchanneling and swarming?
related IMS blog post: https://blog.stcloudstate.edu/ims/2014/09/19/mobile-elearning/
eLearning for the Mobile Generation
http://www.pinterest.com/pin/58054282672001378/
Amidst discussions at LRS and forthcoming strategic planning –
The LinkedIn Higher Education Teaching and Learning group has a discussion started:
“The library as space is becoming more important, even as students are able to log on to databases from wherever.”
based on the the article
Spikes, Stacks, and Spaces
from Inside Higher Ed blog: https://www.insidehighered.com/blogs/confessions-community-college-dean/spikes-stacks-and-spaces
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Julie
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Andrea
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Russ
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Sharon
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Laura
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Dr..Myrna
50 Shades of Mobile
http://www.themobilenative.org/2012/09/50-shades-of-mobile.html
Smart phones (MLDs)
iPads
Blogs
BYOD/BYOT
Videos
by Kevin Smith, M.L.S., J.D., Lisa A. Macklin, J.D.,M.L.S., Anne Gilliland, JD, MLS
thread Wk 1 – T2: Copyright: Shortened or Lengthened? – PART 1
Follow the money” was mentioned as a way to understand the concept of copyright and copyright law
Copyright lengths should be shortened. Term lengths like these rarely benefit actual people. They benefit corporations, be it publishers or things like Disney.
Karen Lightner: I can see the usefulness of bringing the US into line with the Berne Convention, so that we are in line with other nations’ laws. But the additional 20 years we have added for individuals and the incredibly long period for corporations goes against, I believe, what the founding fathers intended when they specified for a limited time.
Edwin A Quist: There are collections of so-called production music issued with licenses to be used for educational videos. We have at least two sets of these in our music library (in various styles: rock ,classical, world, electronic, etc.) — but don’t expect great art! Also WikiMedia Commons has some CC licensed music.
Brad Whitehead: I have no quarrel with protecting corporate trademarks — Disney characters or Nike swooshes, etc. — but maintaining monopolies on creative works for such extended periods primarily enriches publishers with no benefit to the creators.
Nicholas Theo: There are definitely works created where it can be next to impossible to find the owner, or their descendant 20 years after the creation of the work. I have also witnessed when you do track these people down that they want an exorbitant sum of money for permission to use their creation even when there has been absolutely no interest in it. In the end no deal is made. On the other hand I work with two small non profit organizations whose body of work is of value. The material is actively used, and the body of work is a core asset for the organization. What happens to each organization once the copyrights expire? One organization faces this reality in 2015. The Internet permits an environment where decades of work may be used, and in some instances in ways the original material was never intended to be used. For instance, written passages can be misquoted and there will no longer be a legal mechanism to halt this practice.
Karen Case: I would be curious to know if the Youtube video with Mozart would have been removed if the link was made private.
Susan Martel: I think about The Hobbit which was published in 1937. The author, Tolkien, died in 1973, and I remember his books being popular in the seventies and the eighties. It was fairly recently that movies were made based on his books. It seems fair (and I hope that it is the case) that he left a great legacy behind to his family so that they could continue to receive income from his work. If Tolkien’s works were in the public domain by the time the movies were made, it is just an easy way for those working in the movie industry to become even wealthier without having to pay anything to the author or his beneficiaries. Not all works have the kind of potential that Tolkien’s did, but without a crystal ball to predict the future it may be difficult to predict accurately what works will have continued success for generations and which will just be a flash in the pan.
Charles N. Norton: There is something called “Good Faith” effort that many archives hold to that tends to be the “standard” when trying to use copyrighted material for educational use, but it really only applies when you know who the copyright holder is and for whatever reason they simply do not respond to your requests. It does not remove the authors rights and, in fact, many times one does end up having to remove shared material after the fact because the copyright holders finally does get around to denying permission.
Lesli Moore: I’m glad to see some discussion about Open Access to works. Perhaps instead of shortening the term, creators can circumvent the terms by offering open access using Creative Commons.
Jef Gielen: There are pros and cons. Do we find it reasonable that heirs take benefit from a work they did not contribute to at all ? To me, this is not evident. On the other hand, the copyright can be in hand of foundations trying to continue the work of an author – e.g. by means of scholarships. That’s another story ..
Resources:
Here is a complete list of all the suggested readings for the Copyright for Educations and Librarians Course. Click here for a downloadable PDF version of the Suggested Readings that contains the full URL links.
Week 1
- The Copyright Law of the United States, Title 17 of the U.S. Code. Please scan the section headings to gain a general idea of the structure of the law.
- United States Copyright Office website, at http://copyright.gov/. Please read circular #1, “ Copyright Basics.”
- James Boyle, The Public Domain: Enclosing the Commons of the Mind (New Haven: Yale University Press, 2008. PDF book version. Please read Chapter One, “Why Intellectual Property?”
- Peter Hirtle, Emily Hudson & Andrew Kenyon, Copyright & Cultural Institutions: Guidelines for Digitization (Cornell University Library, 2009). Please read chapters 1 & 2.
- Kevin Smith & Lisa Macklin, Handout on “A Framework for Analyzing any Copyright Problem.”
Week 2
- The Copyright Law of the United States, Title 17 of the U.S. Code. Please read sections 101 through 106 and section 109.
- United States Copyright Office website, at http://copyright.gov/. Please read circulars 9 (“Work Made for Hire under the 1976 Copyright Act“) and 21 (“Reproductions of Copyrighted Works by Educators and Librarian”).
- Peter Hirtle, “Copyright and the Public Domain in the United States,” online chart.
- Peter Hirtle, Emily Hudson & Andrew Kenyon, Copyright & Cultural Institutions: Guidelines for Digitization (Cornell University Library, 2009). Please read chapters 3 & 4.
- “Copyright Law & Public Domain,” a series of short essays from NOLO, Law for All, at.
Week 3
- The Copyright Law of the United States, Title 17 of the U.S. Code. Available at http://www.copyright.gov/title17/. Please read sections 108 and 110.
- Peter Hirtle, Emily Hudson & Andrew Kenyon, Copyright & Cultural Institutions: Guidelines for Digitization (Cornell University Library, 2009). Please read chapter 6.
- Peggy Hoon, “The Original TEACH Act Toolkit.”
- Creative Commons website at . Please read the “Choose a license” page and “About the Licenses“.
- Copyright and Fair Use, Stanford University Libraries, “The Basics of Getting Permission” athttp://fairuse.stanford.edu/overview/introduction/getting-permission/.
- “Permissions,” Copyright Advisory Office, Columbia University Libraries.
- David R. Hansen, Copyright Reform Principles for Libraries, Archives, and Other Memory Institutions, 29 Berkeley Tech. L.J. (forthcoming 2014).
Samples:
OPTIONAL – Resources on music copyright:
Sources for examples:
For the history behind the controversy over “The Lion Sleeps Tonight,” listen to these three YouTube videos:
Week 4
Gaming Learning Society
https://www.gameslearningsociety.org/
Report from the intersection of Games, Learning, and Society
http://remakelearning.org/blog/2014/06/19/games-learning-society-recap/
Games, Learning and Society conference in Madison, Wisconsin. practical ideas and arguments from GLS to help you get through the roadblocks that stand between you and learning or teaching through games.
Library Quest Wrap-Up and Post-Game Assessment
https://babeltech.wordpress.com/2014/03/25/library-quest-wrap-up-and-post-game-assessment/
If you build it …? One campus’ firsthand account of gamification in the academic library
http://crln.acrl.org/content/74/4/208.full
Straight from CRL News
SCVNGR as a platform was attractive to us for several reasons, including UCSD’s experience. First, it incorporated gaming into students’ experience of the library, which has been widely explored and recommended as a way to engage library patrons.2,3 Second, it would enable us to connect with students early in the year without needing to commit personnel to lengthy tours and other scheduled services during a busy time.
Pls consider former IMS blog entries. Keyword: “game”:
https://blog.stcloudstate.edu/ims/?s=game
The Minecraft Experience Panel Presentation Games for Change NYC April 24th 2014
http://www.minecraftexperience.net/G4C2014+Panel
Extended Description:
Last year at G4C Nick Fortugno threw some controversy into the conversation about Minecraft by suggesting Minecraft was not a game but a toy. The proposed panel extends that conversation by asking what is the Minecraft experience, can it be defined or categorised and what as game designers and exponents can we take from understanding its zeitgeist and the impact it has had on the serious gaming landscape?
In 2012/23 at both GLS and G4C many presenters made jokes about including the obligatory Minecraft slide and for very good reasons. Minecraft is arguably a game of immense impact. It has been embraced as part of learning programs focussing on seemingly disparate areas from digital citizenship, history, coding and the maker movement. It is probably the first game brought into the classroom by teachers to leverage the out of school groundswell of existing player excitement. It’s impact is multi generational and perhaps more global than any game before it. The fan base and user community/ies are strong and well supported and exemplar of the potential Jim Gee describes for Big G game. This panel proposes to leverage that Big G space in the lead up to Games for Change 2014 and to honor the voices of its players.
Minecraft has been variously described as a game, toy sandpit, learning space, creative environment, virtual world, and game-infused service. But what really are the affordances of this blocky 16 bit program and how can we even begin to define its value to learning? Enter the Minecraft Experience, a global crowdsourced program managed by Bron Stuckey of The Massively Minecraft Project. People engaging in Minecraft activities about the globe are being invited to describe Minecraft in all its contexts and adaptations. The categories for these experiences will emerge from the crowd sourced content as members contribute thoughts, media, resources and questions to build the __Minecraft Experience__ evidence base.
This panel of notable speakers has been drawn together to answer provocative questions about Minecraft’s success and define its relationship to and impact on learning. The panelists have been chosen to represent play in many contexts formal education, informal learning, self-organised learning, schools and non-school contexts. They include game designers, educators, researchers, learners and parents who have each had a personal and professional experience of this and many other games.
Panelists take a position on the Minecraft experience and use the resources provided by members of the project to inform, support and evidence their case.
How are players, educators and researchers invited to contribute?
- project wiki to prod, poke, stimulate and support crowd sourced content and dialog
- live youth speakers on the panel
- social media and wiki activity in lead-up using selected #minecraftproject
- video inclusions of educators, parents, kids/youth arguments, evidence and questions
- promotion of youth media pieces from existing YouTube etc to support and stimulate various provocative dialogs
- livestream of the panel to global contributors with live feedback and questions.
Who could benefit from joining this project and attending the G4C 2014 panel session?
- Educators seeking to understand Minecraft’s value to learning
- Programs seeking to adapt Minecraft as part of a program of impact or change.
- Game designers seeking to build in its wake
- Anyone wanting to consider issues of fidelity, adaptation, constructionism, popular culture, and impact in gaming.
http://www.stevehargadon.com/2014/04/learning-revolution-conference-schedule.html
http://www.connectsafely.org/teacher-teaching-minecraft-looks-like/
http://www.pearltrees.com/#/N-f=1_10785583&N-fa=3358517&N-p=105030132&N-play=0&N-s=1_10785583&N-u=1_372724
http://gamesandimpact.org/members/bronst/activity/friends/