Author Archive

police surveillance social media

Leaked documents show how police used social media and private Slack channels to track George Floyd protesters from r/technology

https://www.businessinsider.com/blueleaks-how-cops-tracked-george-floyd-protesters-on-social-media-2020-6

Police monitored RSVP lists on Facebook events, shared information about Slack channels protesters were using, and cited protesters’ posts in encrypted messaging apps like Telegram.

How police used social media to track protesters

warning sent to police departments on June 6, the FBI says it’s been tracking “individuals using Facebook, Snapchat, and Instagram” who post about organizing protests.

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

Mobbing in the library workplace

Mobbing in the library workplace: What it is and how to prevent it

a darker definition of mobbing: a type of workplace pathology in which employees target a co-worker and engage in an ongoing campaign of disrespectful, and even hostile, behavior. Typically, mobbing behaviors are covert and insidious; the mobbing victim is excluded from normal workplace activities and communications, with the ultimate goal of forcing the victim out of the organization. Mobbing is highly stressful because the targeted individual’s social support system is undermined.
Managers may be tacit or active participants in the process. The perpetrated injustices are unfair but usually legal, and may fall within areas that are considered management prerogatives.
Often, mobbing victims are made to appear as though they are at fault, or are viewed as “crazy” or incompetent. When forced from the work group, their departure is depicted as their choice.
The concept of mobbing is not well recognized in the United States. In English speaking countries, research has focused on the concept of bullying behavior between individuals, often when a person in a more powerful position is abusive toward a subordinate or less assertive person. Mobbing, with its overlay of group dynamics, is a more sophisticated and complex set of behaviors. Mobbing is clearly a form of harassment, but in the United States this term is connected with civil rights law, and denotes harmful behavior toward persons who have a protected status, such as race, religion, gender, or national origin.
Research by Leymann and Kenneth Westhues shows that mobbing is more likely to occur in professional settings, where the work is complex, organizational goals may be ambiguous, critical thinking is encouraged, and workers have relative autonomy. Academic libraries share some or all of these characteristics, and in fact libraries can be prime settings for workplace mobbing.
Active, involved management is crucial in controlling the mobbing dynamic. Many library managers have limited management training, and may not have awareness of the concept of mobbing or experience with resolving conflict. Managers are often promoted for their technical expertise, rather than their skill in handling interpersonal matters.
 A weak, poorly managed organization may provide the aggressor with opportunities to target an individual.

Google EdTech

https://www.edsurge.com/news/2020-07-01-google-parts-ways-with-longtime-education-evangelist-jaime-casap

In April 2020, the company claimed its G Suite for Education products were used by 120 million students and users across the world. More than 100 million use Classroom, its online collaboration and learning management platform. Over 40 million students and educators across the globe now use Chromebooks.

Google

 

https://www.youtube.com/c/JaimeCasap/videos

ARLearn

Ternier, S., Klemke, R., Kalz, M., Van Ulzen, P., & Specht, M. (in press). ARLearn: augmented reality meets augmented virtuality [Special issue]. Journal of Universal Computer Science – Technolgy for learning across physical and virtual spaces.

https://www.academia.edu/29464704/ARLearn_augmented_reality_meets_augmented_virtuality

Augmented reality (AR) and AR games offer a unique opportunity to
implement this core idea in linking real world situations and problems with learning
support. The theory of situated learning [Lave & Wenger, 90] is grounded on the
assumption that learners do not learn via the plain acquisition of knowledge but they
learn via the active participation in frameworks and social contexts with a specific
social engagement structure. Kolb’s learning cycle [Kolb, 84] and the concept of
experiential learning discusses

de Freitas stresses the importance of linking the
experiences made in a game, simulation or micro world with their application in real
world practices [de Freitas, 06]. [Brown & Cairns, 04] describe game immersion as a
continuum from engagement over engrossment to total immersion.

Despite the huge potential of immersive games to overcome the gap between the real
world and the educational context and the rising market for electronic games [PWC,
10], the use of technology-enhanced immersive games in education is still quite low.
The reasons for this are manyfold:
● high game development costs meet limited educational budgets [Westera et
al., 08]
● predefined games are hard to be integrated in the educational process
[Klopfer, Osterweil & Salen, 09]
● learner support in online games does not easily scale [Van Rosmalen et al.,
08]
● furthermore, game platforms up to now could not easily be integrated with
real world environments.

mixed reality definition

 

augmented reality browsers like Layar and Wikitude

first mashups for Google StreetView (called StreetLearn) and for mobile
devices which use the Android Google Maps API (called ARLearn). StreetLearn is
intended to provide an augmented virtuality environment on a Desktop, while mobile
devices are provided with an augmented reality experience through ARLearn. By
creating scripts, adding interactive elements and by introducing gamification
elements, we believe that we can increase the learner’s motivation and provide a
richer learning experience linking mobile augmented reality and augmented virtuality.

freely available tools and offers an open REST API. From the enduser
point of view, playing games is easy for users and requires no special knowledge.
Creating scripts requires no programming skills but does impose still technical
background as scripts are to be edited either in JSON or XML.

ADDIE and SAM models

https://www.facebook.com/groups/onlinelearningcollective/permalink/603803423583693/

Corinne Hyde

Anyone in here teach instructional design that can recommend a textbook that teaches ADDIE or SAM but is inclusive and has an emphasis on instruction being culturally responsive or culturally sustaining?

Glenn Singley

https://community.articulate.com/articles/an-introduction-to-sam-for-instructional-designers

The ADDIE model of instructional design is probably the most well-known approach for crafting learning solutions. ADDIE stands for Analyze, Design, Development, Implement, and Evaluate. But ADDIE isn’t the only game in town these days. One popular alternative to ADDIE is SAM, which stands for Successive Approximation Model.

Created by Allen Interactions, SAM offers an instructional design approach consisting of repeated small steps, or iterations, that are intended to address some of the most common instructional design pain points, like meeting timelines, staying on budget, and collaborating with Subject Matter Experts

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more on ADDIE in this IMS blog
https://blog.stcloudstate.edu/ims?s=addie+model

https://blog.stcloudstate.edu/ims?s=SAMR

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