Digital badges are receiving a growing amount of attention and are beginning to disrupt the norms of what it means to earn credit or be credentialed. Badges allow the sharing of evidence of skills and knowledge acquired through a wide range of life activity, at a granular level, and at a pace that keeps up with individuals who are always learning—even outside the classroom. As a result, there’s quite a lot for colleges and universities to consider in the wide open frontier called badging.
During this ELI Course, participants will:
Explore core concepts that define digital badges, as well as their benefits and use in learning-related contexts
Understand the underlying technical aspects of digital badges and how they relate to each other and the broader landscape for each learner and issuing organization
Critically review and analyze examples of the adoption of digital credentials both inside and outside higher education
Identify and isolate specific programs, courses, or other campus or online activities that would be meaningfully supported and acknowledged with digital badges or credentials—and more
Join us for this three-part series. Registration is open.
10-week eCourse Beginning Tuesday, September 5, 2017
For today’s librarian, the ability to adapt to new technology is not optional. Programming—the process of using computer language to generate commands that instruct a computer to perform specific functions—is at the core of all computer technology. A foundation in programming helps you understand the inner workings of all of the technologies that drive libraries now—from integrated library systems to Web pages and databases.
In this Advanced eCourse, you can go from having little to no programming knowledge to being familiar with coding in several different computer languages. Steve Perry—an experienced LIS instructor and programmer—will teach you in his lectures what you need to get started, and then the readings and exercises will give you practical programming experience, particularly as it relates to a library environment. Languages covered will include HTML, CSS, JavaScript, PHP, and others. You do not need any programming experience or special software to participate in this eCourse.
Participants who complete this Advanced eCourse will receive an SJSU iSchool/ALA Publishing Advanced Certificate of Completion.
When a PC or a game console runs this virtual world, the GPU chips play an unexpectedly large role, taking so much of the burden off the main processor.
For decades, the processing power available from individual computer chips increased every 18 months or so, according to the oft-quoted Moore’s Law. But in recent years, this trend has begun to slow, even as modern software applications demanded far more processing power than ever before
Companies and coders are now moving workloads off the main CPU and onto a wide range of alternative processors. If they can’t get enough processing power from a single chip, they need many.
Meanwhile, Microsoft has already build a specialized processor for its Hololens augmented reality headset to help the device keep track of your movements, among other things. In the end, this is yet another example of computing tasks shiftings off the CPU and onto something else.
Canada will see the fastest growth, with a CAGR of 145.2 percent over the forecast period. Other leaders in terms of growth include Central and Eastern Europe at 133.5 percent, Western Europe at 121.2 percent and the U.S. at 120.5 percent.
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Leslie Fisher Thinks Augmented Reality First, Then VR in the Classroom
An interview with the former Apple K–12 systems engineer, who will participate in multiple sessions during ISTE.
THE Journal: What do you think about virtual reality (VR) and augmented reality (AR) in the classroom? Is the cost point for VR prohibitive?
In virtual reality, one of my favorite apps is CoSpaces. It allows anyone to design a 3D space, and then interact with it in virtual reality.
Virtual reality can be quite affordable with Google Cardboard. We can get into basic interaction in VR with Cardboard. There are 40 or 50 VR apps where you can simply use Cardboard and explore. Google Street View allows you to do virtual viewing of many different locations. That technology augments what the teacher is doing.
Most kids can’t afford to buy their own Oculus headset. That price point is quite a bit higher. But we don’t need to have 30 kids using Oculus all of the time. Two or three might work