A two-part workshop running 90 minutes each session on Thursday, August 24, 2017 at 2:30pm Eastern/1:30 Central/12:30 Mountain/11:30am Pacific and Thursday, August 31, 2017 at 2:30pm Eastern/1:30 Central/12:30 Mountain/11:30am Pacific
Snapchat is one of the 10 most downloaded apps in the world and a key means of communication for individuals aged 13-34. Emerging quickly onto the social media scene, Snapchat has left many librarians wondering how to incorporate it into their outreach strategy. In this two-part workshop, social media expert Paige Alfonzo responds to this question and teaches you how to successfully leverage Snapchat as a marketing tool—one that can be used for readers’ advisory, promotion, information dissemination, and a variety of other marketing purposes.
In part one, Alfonzo covers the ins and outs of the platform—from teaching you the basics of setting up an account, adding friends, and sending snaps to demonstrating how to annotate snaps, incorporate filters, and use Snapchat Stories and Memories. In part two, Alfonzo delves into the specifics of how to make Snapchat work in libraries by discussing how librarians have successfully used Snapchat to promote their services, then she provides you with an opportunity to participate hands on with Snapchat by sending snaps to each other. The workshop will leave you with useful approaches to get creative with the app and expand your social media strategy.
These findings come from a March 2017 survey by content provider and streaming solutions company Fullscreen and market research firm Leflein Associates, which polled 1,173 American internet users from ages 13 to 34.
younger internet users, the so-called Generation Z (ages 13 to 17), are moving away from text-based content online, as well as television, while increasing their time with video and social media.
We’re now seeing a move toward mid-range, standalone VR headsets with everything built into the device. Some include their own processors, while others, like the forthcoming Microsoft headset, will work with current desktops. Microsoft’s device claims to do both VR and a modified version of mixed reality
The low end of the VR spectrum has been dominated by Google Cardboard, with over 10 million distributed
Augmented Reality
AR burst into the public’s consciousness with the Pokemon Go craze in 2016. And Snap (formerly Snapchat) expanded the range of their social media platform with the release of Spectacles, their wearable glasses and World Lens filters that add digital objects to your environment. A second version of Spectacles may include far more extensive AR capabilities.
At Facebook’s spring F8 conference, Mark Zuckerberg made the case that our mobile cameras will be the first popular AR platform. Apple just announced ARKit for iOS at their June WWDC developers conference.
Mixed Reality
Meta Glasses has been developing its own mixed reality unit that offers a wider field of view than the 40° of HoloLens. And Intel’s Project Alloy promises a “Merged Reality” headset prototype combining both VR and AR by the end of this year.
Kickstarter Projects
Aryzon which is creating a Google Cardboard-like device for simple AR experiences. Another is the NOLO Project, which offers an HTC Vive-like experience with full freedom of movement using only a plastic headset and your phone.
Market research firm Technavio has identified the top five vendors in the global augmented reality (AR) in education market. The companies are EON Reality, DAQRI, GAMOOZ, Magic Leap and QuiverVision, according to a newly published report.
Dictation.io doesn’t require students to register in order to use it. It also supports more than two dozen languages. Those two aspects of Dictation.io make it accessible to students who don’t have Google Docs accounts and to those who don’t speak English as their first language.
Mic Note is a free Chrome and Android app that allows you to create voice recordings, text notes, and image-based notes
Evernote users can make audio recordings on iOS and Android devices. Follow Evernote’s directions available here to learn how to dictate a note on an iOS device.
Technology is changing higher education, but the greatest value of a physical university will remain its face-to-face (naked) interaction between faculty and students. Technology has fundamentally changed our relationship to knowledge and this increases the value of critical thinking, but we need to redesign our courses to deliver this value. The most important benefits to using technology occur outside of the classroom. New technology can increase student preparation and engagement between classes and create more time for the in-class dialogue that makes the campus experience worth the extra money it will always cost to deliver. Students already use online content, but need better ways to interact with material before every class. By using online quizzes and games, rethinking our assignments and course design, we can create more class time for the activities and interactions that most spark the critical thinking and change of mental models we seek.
Dr. Vijayender NallaRafiat A. I am visiting back to your post to share the insights from engaging students in an e-learning mode. You can review the post here:
While there has been significant attention to improving the key technology (that is the Learning Management Systems) the critical instructional design part (which forms the essence of creating the engagement) is in it’s early stages. Instructional design, the way we at Agribusiness Academy understand is made up of 2-elements: 1) quality of content (the storytelling style is what seems to work which should form the core focus area for the content expert to master); and 2) the manner in which this content is delivered (to the learner) to fulfill the learning objectives .
Dr. Vijayender Nalla Rafiat A. I am visiting back to your post to share the insights from engaging students in an e-learning mode. You can review the post here:
https://www.linkedin.com/pulse/live-learning-ice-breaker-engaging-e-learners-dr-vijayender-nalla
While there has been significant attention to improving the key technology (that is the Learning Management Systems) the critical instructional design part (which forms the essence of creating the engagement) is in it’s early stages. Instructional design, the way we at Agribusiness Academy understand is made up of 2-elements: 1) quality of content (the storytelling style is what seems to work which should form the core focus area for the content expert to master); and 2) the manner in which this content is delivered (to the learner) to fulfill the learning objectives .
Live Learning initiative