Author Archive

ed leadership and edtech

Edtech playground: Helping teachers choose better tools

By Nicole Krueger Leadership

https://www.iste.org/explore/articleDetail?articleid=2177

A virtual reality headset can take students on an immersive journey to another world. But no matter how cool it is, if that $3,000 piece of equipment enters a classroom and doesn’t provide any real instructional value, it can quickly become a very expensive paperweight.

Most schools don’t do edtech procurement really well yet. Sometimes we buy products that end up in closets because they don’t fit the instructional needs of students, and we end up not being good stewards of taxpayer dollars.

Located in the district’s central office, where hundreds of teachers and staff members stop by each week for professional development, the playground offers a creative space that encourages teachers to explore new tools that have been vetted and approved by the district’s tech department.

In the United States, K-12 schools spend more than $13 billion a year on edtech — often without any idea whether it will make a difference in learning outcomes.

 

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

more on digital literacy for ed leaders in this IMS blog
https://blog.stcloudstate.edu/ims?s=digital+literacy+EDAD

no Millennials Gen Z Gen X

Can We Please Stop Talking About Generations as if They Are a Thing?

Millennials are not all narcissists and boomers are not inherently selfish. The research on generations is flawed.
DAVID COSTANZA
APRIL 13, 2018 9:00 AM

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SIVA VAIDHYANATHAN, 2008. https://www.chronicle.com/article/Generational-Myth/32491 Generational Myth
My note: Siva raised this issue from a sociologist point of view as soon as in 2008. Before him, Prensky’s “digitally natives” ideas was already criticized.
Howe and Strauss; Millennials books contributed to the overgeneralizations. https://en.wikipedia.org/wiki/Strauss%E2%80%93Howe_generational_theory
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We spend a lot of time debating the characteristics of generations—are baby boomers really selfish and entitledare millennials really narcissists, and the latest, has the next generation (whatever it is going to be called) already been ruined by cellphones? Many academics—and many consultants—argue that generations are distinct and that organizations, educators, and even parents need to accommodate them. These classifications are often met with resistance from those they supposedly represent, as most people dislike being represented by overgeneralizations, and these disputes only fuel the debate around this contentious topic.

In short, the science shows that generations are not a thing.

It is important to be clear what not a thing means. It does not mean that people today are the same as people 80 years ago or that anything else is static. Times change and so do people. However, the idea that distinct generations capture and represent these changes is unsupported.

What is a generation? Those who promote the concept define it as a group of people who are roughly the same age and who were influenced by a set of significant events. These experiences supposedly create commonalities, making those in the group more similar to each other and more different from other groups now and from groups of the same age in the past.

In line with the definition, there is a commonly held perception that people growing up around the same time and in the same place must have some sort of universally shared set of experiences and characteristics. It helps that the idea of generations intuitively makes sense. But the science does not support it. In fact, most of the research findings showing distinct generations are explained by other causes, have serious scientific flaws, or both.

For example, millennials score lower on job satisfaction than Gen Xers, but are millennials really a less satisfied generation? Early in their careers, Xers were also less satisfied than baby boomers.

Numerous booksarticles, and pundits have claimed that millennials are much more narcissistic than young people in the past.
on average, millennials are no more narcissistic now than Xers or boomers were when they were in their 20s, and one study has even found they might be less so than generations past. While millennials today may be more narcissistic than Xers or boomers are today, that is because young people are pretty narcissistic regardless of when they are young. This too is an age effect.

Final example. Research shows that millennials joining the Army now show more pride in their service than boomers or Xers did when they joined 20-plus years ago. Is this a generational effect? Nope. Everyone in the military now shows more pride on average than 20 years ago because of 9/11. The terrorist attack increased military pride across the board. This is known as a period effect and it doesn’t have anything to do with generations.

Another problem—identifying true generational effects is methodologically very hard. The only way to do it would be to collect data from multiple longitudinal panels. Individuals in the first panel would be measured at the start of the study and then in subsequent years with new panels added every year thereafter, allowing assessment of whether people were changing because they were getting older (age effects), because of what was happening around them (period effects), or because of their generation (cohort effects). Unfortunately, such data sets pretty much do not exist. Thus, we’re never really able to determine why a change occurred.

According to one national-culture model, people from the United States are, on average, relatively individualistic, indulgent, and uncomfortable with hierarchical order.
My note: RIchard Nisbett sides with Hofstede and Minkov: https://blog.stcloudstate.edu/ims/2016/06/14/cultural-differences/
Conversely, people from China are generally group-oriented, restrained, and comfortable with hierarchy. However, these countries are so large and diverse that they each have millions of individuals who are more similar to the “averages” of the other country than to their own.

Given these design and data issues, it is not surprising that researchers have tried a variety of different statistical techniques to massage (aka torture) the data in an attempt to find generational differences. Studies showing generational differences have used statistical techniques like analysis of variance (ANOVA) and cross-temporal meta-analysis (CTMA), neither of which is capable of actually attributing the differences to generations.

The statistical challenge derives from the problem we have already raised—generations (i.e., cohorts) are defined by age and period. As such, mathematically separating age, period, and cohort effects is very difficult because they are inherently confounded with one another. Their linear dependency creates what is known as an identification problem, and unless one has access to multiple longitudinal panels like I described above, it is impossible to statistically isolate the unique effect of any one factor.

First, relying on flawed generational science leads to poor advice and bad decisions. An analogy: Women live longer than men, on average. Why? They engage in fewer risky behaviors, take better care of themselves, and have two X chromosomes, giving them backups in case of mutations. But if you are a man and you go to the doctor and ask how to live longer, she doesn’t tell you, “Be a woman.” She says eat better, exercise, and don’t do stupid stuff. Knowing the why guides the recommendation.

Now imagine you are a manager trying to retain your supposedly job-hopping, commitment-averse millennial employees and you know that Xers and boomers are less likely to leave their jobs. If you are that manager, you wouldn’t tell your millennial employees to “be a boomer” or “grow older” (nor would you decide to hire boomers or Xers rather than millennials—remember that individuals vary within populations). Instead, you should focus on addressing benefits, work conditions, and other factors that are reasons for leaving.

Second, this focus on generational distinctions wastes resources. Take the millennials-as-commitment-averse-job-hoppers stereotype. Based on this belief, consultants sell businesses on how to recruit and retain this mercurial generation. But are all (or even most) millennials job-hopping commitment avoiders? Survey research shows that millennials and Xers at the same point in their careers are equally likely to stay with their current employer for five or more years (22 percent v. 21.8 percent). It makes no sense for organizations to spend time and money changing HR policies when employees are just as likely to stick around today as they were 15 years ago.

Third, generations perpetuate stereotyping. Ask millennials if they are narcissistic job-hoppers and most of them will rightly be offended. Treat boomers like materialistic achievement seekers and see how it affects their work quality and commitment. We finally are starting to recognize that those within any specific group of people are varied individuals, and we should remember those same principles in this context too. We are (mostly) past it being acceptable to stereotype and discriminate against women, minorities, and the disabled. Why is it OK to do so to millennials or boomers?

The solutions are fairly straightforward, albeit challenging, to implement. To start, we need to focus on the why when talking about whether groups of people differ. The reasons why any generation should be different have only been generally discussed, and the theoretical mechanism that supposedly creates generations has not been fully fleshed out.

Next, we need to quit using these nonsensical generations labels, because they don’t mean anything. The start and end years are somewhat arbitrary anyway. The original conceptualization of social generations started with a biological generational interval of about 20 years, which historians, sociologists and demographers (for one example, see Strauss and Howe, 1991) then retrofitted with various significant historical events that defined the period.

The problem with this is twofold. First, such events do not occur in nice, neat 20-year intervals. Second, not everyone agrees on what the key events were for each generation, so the start and end dates also move around depending on what people think they were. One review found that start and end dates for boomers, Xers, and millennials varied by as many as nine years, and often four to five, depending on the study and the researcher. As with the statistical problem, how can distinct generations be a thing if simply defining when they start and when they end varies so much from study to study?

In the end, the core scientific problem is that the pop press, consultants, and even some academics who are committed to generations don’t focus on the whys. They have a vested interest in selling the whats (Generation Me has reportedly sold more than 115,000 copies, and Google “generations consultants” and see how many firms are dedicated to promulgating these distinctions), but without the science behind them, any prescriptions are worthless or even harmful

David Costanza is an associate professor of organizational sciences at George Washington University and a senior consortium fellow for the U.S. Army Research Institute. He researches, teaches, and consults in the areas of generations, leadership, culture, and organizational performance.

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

AR and PokemonGo

GOTTACATCHEMALL:EXPLORING POKEMON GO IN SEARCH OF LEARNING ENHANCEMENT OBJECTS
Annamaria Cacchione, Emma Procter-Legg and Sobah Abbas Petersen
Universidad Complutense de Madrid, Facultad de Filologia, Av.da Complutense sn, 28040 Madrid, Spain Independent; Abingdon, Oxon, UK SINTEF Technology and Society, Trondheim, Norway
https://www.academia.edu/30254871/_GOTTACATCHEMALL_EXPLORING_POKEMON_GO_IN_SEARCH_OF_LEARNING_ENHANCEMENT_OBJECTS
KEYWORDS
Pokemon Go, MALL, Learning, Augmented Reality, Gamification, Situated learning
ABSTRACT
The Augmented Reality Game, Pokemon Go, took the world by storm in the summer of 2016. City landscapes were decorated with amusing, colourful objects called Pokemon, and the holiday activities were enhanced by catching these wonderful creatures. In light of this, it is inevitable for mobile language learning researchers to reflect on the impact oft his game on learning and how it may be leveraged to enhance the design of mobile and ubiquitous technologies for mobile and situated language learning. This paper analyses the game Pokemon Go and the players’ experiences accordingto a framework developed for evaluating mobile language learning and discusses how Pokemon Go can help to meetsome of the challenges faced by earlier research activities.
A comparison between PG and Geocashing will illustrate the evolution of the concept of location-based games a concept that is very close to that of situated learning that we have explored in several previous works. 
Pokémon Go is a free, location-based augmented reality game developed for mobile devices. Players useGPS on their mobile device to locate, capture, battle, and train virtual creatures (a.k.a. Pokémon), whichappear on screen overlaying the image seen through the device’s camera. This makes it seem like thePokemon are in the same real-world location as the player
“Put simply, augmented reality is a technology that overlays computer generated visuals over the real worldthrough a device camera bringing your surroundings to life and interacting with sensors such as location and heart rate to provide additional information” (Ramirez, 2014).
Apply the evaluation framework developed in 2015 for mobile learning applications(Cacchione, Procter-Legg, Petersen, & Winter, 2015). The framework is composed of a set offactors of different nature neuroscientific, technological, organisational and pedagogical and aim to provide a comprehensive account  of what plays a major role in ensuring effective learning via mobile devices

digital citizenship discussion

https://ideo.zoom.us/webinar/register/WN_hkszo6zHReyne4XIrYX9eQ

Join ISTE CEO Richard Culatta and a panel of educators and students to understand what digital citizenship means today and how we can empower students to engage in our complex, connected world

#TGdigicit

ason Ohler’s online course in Digital Citizenship is available as a MOOC, and contains many terrific resources. In his book, Digital Community, Digital Citizen, he stressed the importance of building positive culture and involving students in policy making. I highly recommend his work and the course.

http://www.jasonohlerideas.com/

https://www.commonsense.org/education/blog/dr-jason-ohler-on-digital-citizenship-seeing-the-big-picture

 

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

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)

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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/

Embedded Librarian and Gamification in Libraries

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

Open Discussion: Embedded Librarian and Gamification in Libraries

by invitation of New Bulgarian University, Sofia, Bulgaria: https://www.nbu.bg/en
May 14, 9-11AM, New Bulgarian University.

short link: http://bit.ly/embed18

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

 

 qr code NBU

 

 

 

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

backchanneling: @scsutechinstruct ##NBUembed

Archived Discussion
https://www.facebook.com/InforMediaServices/videos/1532459913531167/

Video 360 excerpt from the discussion:

Семинар „Embedded“ библиотекари и геймификация в библиотеките:
Съвременни американски практики“, 14 май 2018 г., 9.00 ч.-11.00 ч.,

Embedded Librarian and Gamification in Libraries from Plamen Miltenoff

Preliminary Information and Literature. Please do not hesitate to share in the comments section your ideas, suggestions and questions
предварителна информация и литература по дискусията. Не се колебайте да споделите мнения, препоръки и въпроси в “Comment” секцията:

https://blog.stcloudstate.edu/ims/2017/10/03/embedded-librarianship-in-online-courses/

https://blog.stcloudstate.edu/ims/2017/08/24/embedded-librarian-qualifications/

https://blog.stcloudstate.edu/ims/2015/05/04/lms-and-embedded-librarianship/

“Embedded librarianship” also mentioned in:

https://blog.stcloudstate.edu/ims/2015/05/27/handbook-of-mobile-learning/

https://blog.stcloudstate.edu/ims/2016/08/18/digital-humanities-and-libraries/

Gaming and Gamification and Education:

https://blog.stcloudstate.edu/ims/2018/04/18/engage-with-dungeons-and-dragons/

https://blog.stcloudstate.edu/ims?s=iste+standards

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For more information and for backchanneling please use the following social media
за повече въпроси и информация, както и за споделяне на вашите идеи и мисли използвайте следните канали / социални медии:

Facebook:

Twitter:

https://twitter.com/SCSUtechinstruc/status/984437858244145152

LinkedIn discussion on VR/AR
https://www.linkedin.com/groups/2811/2811-6391674579739303939

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even more info

The embedded librarian from doberhelman

The Embedded Librarian: Using Technology in Service Delivery from Pavlinka Kovatcheva

Embedded Librarian-ALA 2011 from Info_Witch

Toward a Sustainable Embedded Librarian Program from Robin M. Ashford, MSLIS

The Embedded Librarian: Integrating Library Resources into Course Management Systems from Emily Daly

Embedded Librarian in Higher Education from Shahril Effendi

Ilago 2016 presentation: Next Steps in Embedded Librarian Instructional Design from Dawn Lowe-Wincentsen





BUT WAIT

how does embedded librarian relates to the emerging technologies in the library?

Emerging Technology Trends in Libraries for 2018 from David King

rise of iGeneration

ELI Webinar | The Rise of the iGeneration and Its Impact on Higher Education

Monday, May 07 | 1:00pm – 2:00pm ET | Online

https://events.educause.edu/eli/webinars/2018/the-rise-of-the-igeneration-and-its-impact-on-higher-education

Outcomes

  • Explore how iGen compares to other generations
  • Learn about iGen’s beliefs, preferences, and behaviors
  • Connect these behaviors to program needs, marketing challenges, technology and workforce implications, and other factors

The iGeneration—the part of Generation Z that is high school or college age—has been estimated at 42 million strong. Due to recent events and the influence of families and social networks, this segment is finding its voice and power much quicker than its predecessors, the Millennials.

Speakers

NetDragon acquired Edmodo

China’s NetDragon to Acquire Edmodo for $137.5 Million

By Betsy Corcoran and Tony Wan     Apr 9, 2018 https://www.edsurge.com/news/2018-04-09-china-s-netdragon-to-acquire-edmodo-for-137-5-million

NetDragon Websoft, a publicly-traded company based in Fuzhou, China, has agreed to pay $137.5 million for Edmodo.

The deal could mark the beginning of the end for the “free” model of education technology, at least for standalone education companies without other strong revenue streams to support them.

Edmodo was started in 2008 by a teacher and IT support person as a “Facebook-like” community aimed at connecting educators with students and with one another. Also like Facebook, Edmodo grew rapidly. Currently, the company, now based in San Mateo, Calif., claims more than 90 million registered users (both teachers and students) in 400,000 schools across 192 countries.

Edmodo struggled, however, to find a business model that would support its burgeoning community. It raised close to $100 million in funding, and began seeking another round last year. The company had shifted to an advertising-based model—although one in which the company was trying to move carefully and respect its audience of teachers and students.

According to a financial statement published by NetDragon, Edmodo lost $19.5 million in 2017, based on revenue of approximately $1 million.

That seems to be an increasingly popular path. A decade ago, the big education companies were traditional textbook providers such as Pearson. Now the most powerful players are technology companies that offer devices and software. At the top of the list: Google, which supports Chromebooks as well as Google Classroom, and Apple, which sells iPads, Macs and now the Schoolwork app.

By contrast, NetDragon began in 1999 and built its initial financial muscle with games. It has, however, long identified education as one of its top areas of interest. Recently the company has begun purchasing education technology assets at a rapid clip. In 2015, NetDragon paid approximately $130 million to acquire U.K.-based interactive whiteboard maker, Promethean, which gave it a hardware-based entry into classrooms.

The company, which refers to the hardware as “interactive panels,” is equipping 13,000 classrooms in Moscow with digital whiteboards.

Last year, NetDragon also acquired JumpStart, an educational game company behind iconic titles including Math Blaster. And earlier this year, it bought Sokikom, an online game-based math program.

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more about Edmodo in this IMS blog
https://blog.stcloudstate.edu/ims?s=edmodo

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