Author Archive
IM554 discussion on Game Based Learning
Here is the “literature”:
https://blog.stcloudstate.edu/ims/2015/03/19/recommendations-for-games-and-gaming-at-lrs/
this link reflects my recommendations to the SCSU library, based on my research and my publication: http://scsu.mn/1F008Re
Here are also Slideshare shows from conferences’ presentations on the topic:
https://www.slideshare.net/aidemoreto/gamification-and-byox-in-academic-libraries-low-end-practical-approach
https://www.slideshare.net/aidemoreto/gaming-and-gamification-in-academic-and-library-settings
Topic :Gaming and Gamification in Academic Settings
- Intro: why is it important to discuss this trend
- The fabric of the current K12 and higher ed students: Millennials and Gen Z
- The pedagogical theories and namely constructivism
- Csikszentmihalyi’s “flow” concept (being in the zone)
- Active learning
- Sociocultural Theory
- Project-Based Learning
- The general milieu of increasing technology presence, particularly of gaming environment
- The New Media Consortium and the Horizon Report
Discussion: Are the presented reasons sufficient to justify a profound restructure of curricula and learning spaces?
- Definition and delineation
- Games
- Serious Games
- Gamification
- Game-based learning
- Digital game-based learning
- Games versus gamification
- Simulations, the new technological trends such as human-computer interaction (HCI) such as augmented reality (AR),virtual reality (VR) and mixed reality (MR) (https://blog.stcloudstate.edu/ims/2017/02/22/virtual-augmented-mixed-reality/ )
Discussion: Is there a way to build a simpler but comprehensive structure/definition to encompass the process of gaming and gamification in education?
- Gaming and Gamification
- Pros
- Cons
- Debates
Discussion: Which side are you on and why?
- Gaming and Gamification and BYOD (or BYOx)
- gaming consoles versus gaming over wi-fi
- gaming using mobile devices instead of consoles
- human-computer interaction (HCI) such as augmented reality (AR),virtual reality (VR) and mixed reality (MR) (https://blog.stcloudstate.edu/ims/2017/02/22/virtual-augmented-mixed-reality/ )
Discussion: do you see a trend to suggest that either one or the other will prevail? Convergence?
- Gaming in Education
- student motivation, student-centered learning, personalized learning
- continued practice, clear goals and immediate feedback
- project-based learning, Minecraft and SimCity EDU
- Gamification of learning versus learning with games
- organizations to promote gaming and gamification in education (p. 6 http://scsu.mn/1F008Re)
- the “chocolate-covered broccoli” problem
Discussion: why gaming and gamification is not accepted in a higher rate? what are the hurdles to enable greater faster acceptance? What do you think, you can do to accelerate this process?
- Gaming in an academic library
- why the academic library? sandbox for experimentation
- the connection between digital literacy and gaming and gamificiation
- Gilchrist and Zald’s model for instruction design through assessment
- the new type of library instruction:
in house versus out-of-the box games. Gamification of the process
http://web.stcloudstate.edu/pmiltenoff/bi/
Discussion: based on the example (http://web.stcloudstate.edu/pmiltenoff/bi/), how do you see transforming academic library services to meet the demands of 21st century education?
- Gaming, gamification and assessment (badges)
- inability of current assessments to evaluate games as part of the learning process
- “microcredentialing” through digital badges
- Mozilla Open Badges and Badgestack
- leaderboards
Discussion: How do you see a transition from the traditional assessment to a new and more flexible academic assessment?
11 Ed Tech Trends to Watch in 2017
Five higher ed leaders analyze the hottest trends in education technology this year.
http://pdf.101com.com/CampusTech/2017/701921020/CAM_1702DG.pdf
new forms of human-computer interaction (HCI) such as augmented reality (AR),virtual reality (VR) and mixed reality (MR).
p. 21
combining AR/VR/MR with cognitive computing and artificial intelligence (AI) technologies (such as machine learning, deep learning, natural language processing and chatbots).
Some thought-provoking questions include:
- Will remote workers be able to be seen and interacted with via their holograms (i.e., attending their meetings virtually)? What would this mean for remote learners?
- Will our smartphones increasingly allow us to see information overlaid on the real world? (Think Pokémon Go, but putting that sort of technology into a vast array of different applications, many of which could be educational in nature)
- How do/will these new forms of HCI impact how we design our learning spaces?
- Will students be able to pick their preferred learning setting (i.e., studying by a brook or stream or in a virtual Starbucks-like atmosphere)?
- Will more devices/platforms be developed that combine the power of AI with VR/AR/MR-related experiences? For example, will students be able to issue a verbal question or command to be able to see and experience walking around ancient Rome?
- Will there be many new types of learning experiences,like what Microsoft was able to achieve in its collaboration with Case Western Reserve University [OH]? Its HoloLens product transforms the way human anatomy can be taught.
p. 22 Extensive costs for VR design and development drive the need for collaborative efforts.
Case Western Reserve University, demonstrates a collaboration with the Cleveland Clinic and Microsoft to create active multi-dimensional learning using holography.
the development of more affordable high-quality virtual reality solutions.
AR game developed by the Salzburg University of Applied Sciences [Austria] (
http://www.fh-salzburg.ac.at/en/) that teaches about sustainability, the environment and living green.
Whether using AR for a gamified course or to acclimate new students to campus, the trend will continue into 2017.
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15 Tech Tool Favorites From ISTE 2016
list of resources that can help educators find what they need
Google Expeditions
This virtual reality field trip tool works in conjunction with Google Cardboard and has just been officially released. The app allows teachers to guide students through an exploration of 200 (and growing) historical sites and natural resources in an immersive, three-dimensional experience. The app only works on Android devices and is free.
Flippity
This app works in conjunction with Google Sheets and allows teachers to easily make a Jeopardy-style game.
Google Science Journal
This Android app allows users to do science experiments with mobile phones. Students can use sensors in the phone or connect external sensors to collect data, but can also take notes on observations, analyze and annotate within the app.
Google Cast
This simple app solves issues of disparate devices in the classroom. When students download the app, they can project from their devices onto the screen at the front of the room easily. “You don’t have to have specific hardware, you just have to have Wi-Fi,”
Constitute
This site hosts a database of constitutions from around the world. Anything digitally available has been aggregated here. It is searchable by topic and will pull out specific excerpts related to search terms like “freedom of speech.”
YouTube
a database of YouTube Channels by subject to help educators with discoverability (hint subjects are by tab along the bottom of the document).
Zygote Body
This freemium tool has a lot of functionality in the free version, allowing students to view different parts of human anatomy and dig into how various body systems work.
Pixlr
This app has less power than Photoshop, but is free and fairly sophisticated. It works directly with Google accounts, so students can store files there.
uild With Chrome
This extension to the Chrome browser lets kids play with digital blocks like Legos. Based on the computer’s IP address, the software assigns users a plot of land on which to build nearby. There’s a Build Academy to learn how to use the various tools within the program, but then students can make whatever they want.
Google CS First
Built on Scratch’s programming language, this easy tool gives step-by-step instructions to get started and is great for the hesitant teacher who is just beginning to dip a toe into coding.
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More on VR in this IMS bloghttps://blog.stcloudstate.edu/ims?s=virtual+reality
to understand folksonomy: https://www.lifewire.com/what-is-folksonomy-1616321
A folksonomy is a system in which users apply public tags to online items, typically to aid them in re-finding those items.
https://en.wikipedia.org/wiki/Folksonomy
Folksonomies – Cooperative Classification and Communication Through Shared Metadata
http://www.adammathes.com/academic/computer-mediated-communication/folksonomies.html
http://www.threadwatch.org/node/1206
Folksonomies and Social-Tagging
https://theidaholibrarian.wordpress.com/2012/11/13/social-tagging-2012/
http://www.nytimes.com/2005/12/11/magazine/folksonomy.html
Studying Social Tagging and Folksonomy: A Review and Framework
https://journals.tdl.org/jodi/index.php/jodi/article/download/269/278
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more on metadata in this blog
https://blog.stcloudstate.edu/ims?s=metadata
Future Trends Forum with Special Guest Paul Signorelli
https://events.shindig.com/event/ftf-signorelli
February 23, 2:00 – 3:00pm (EST)
Future Trends Forum hosted by Bryan Alexander will address the most powerful forces of change in academia. The founder of the online blog Future Trends in Technology and Education has begun this weekly forum to enliven the discussion around the pressing issues at the cross roads of education and technology through weekly online video chat conversations where practitioners in the field can contribute and share their most recent experiences.
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Paul Signorelli, co-author of Workplace Learning & Leadership with Lori Reed, helps clients and colleagues explore, foster, and document innovations in learning to produce concrete results. He also is heavily engaged in supporting team-building and communities of collaboration. As a San Francisco-based writer, trainer, instructional designer, and consultant, he designs and facilitates learning opportunities for a variety of clients, helps others become familiar with e-learning, social media, MOOCs, mobile technology, innovations in learning spaces, and community partnerships (onsite and online) to creatively facilitate positive change within organizations. He has served on advisory boards/expert panels for the New Media Consortium Horizon Project documenting educational technology trends and challenges since 2010; remains active locally and nationally in the Association for Talent Development (formerly the American Society for Training & Development); and facilitates webinars for the American Library Association and other learning organizations. His most recent work remains focused on connectivist MOOCs (massive open online courses) and building sustainable onsite and online communities and partnerships. Signorelli earned an MLIS through the University of North Texas (with an emphasis on online learning) and an M.A. in Arts Administration at Golden Gate University (San Francisco); blogs at http://buildingcreativebridges.wordpress.com; and can be reached at paul@paulsignorelli.com.
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First-time users: upon entering the room, click “Allow” to the Flash prompt requesting access to your webcam. (Chrome users may need to click Allow a second time).
Note: The Shindig app currently only supports interacting with the featured speakers through text. To fully enjoy the Shindig experience and be enabled to ask video chat questions of the speaker or video chat privately with other participants, please log in from a computer with webcam and microphone capabilities.
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more on Bryan Alexander in this IMS blog
https://blog.stcloudstate.edu/ims?s=bryan+alexander
Wearable Technologies Conference in München
http://www.com-magazin.de/news/smart-wearables/wearable-technologies-conference-in-muenchen-1193078.htmlOcean temperature, body temperature, ski in the air, activity trackers, blinkcam, VR goggles, smart gloves
https://www.wearable-technologies.com/events/wt-wearable-technologies-conference-2017-europe
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more on wearables in this IMS blog
https://blog.stcloudstate.edu/ims?s=wearable
White House staffers are using this self-destructing messages app to gossip in private — here’s how it works
The reason staffers chose Confide over other secure messaging apps, like Signal, is that Confide erases messages as soon as they’re read.
Other secure messengers, like Signal, do not wipe read messages — meaning they could be intercepted if someone gains access to a phone where the messages have not been explicitly deleted.
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more on social media in this IMS blog
https://blog.stcloudstate.edu/ims?s=social+media
thank you, Greg Jorgensen, an excellent list of tools for analytics + excellent background info (price, social media tools served, output format
Social Media Research Toolkit – Peer Tested & Peer Reviewed
http://socialmediadata.org/social-media-research-toolkit/
Gephi, Hootsuite, NodeXL, Sysomos, Gnip, Issuecrawler, Brandwatch, Netvizz, Datasift, Crimson Hexagon, tweepy, streamR, Twitoxmy, Digmind, Twitris, yourTwapperKeeper, DiscoverText, Webometric Analyst, python-twitter, twurl, Tweet Archivist, vtracker, Netlytic, twython, OutWit Hub, Mozdeh, Affinio, Rfacebook, Facepager, Flocker, 140dev, Sodato, Foller.me, Textexture, Hosebird, Websta, followthehashtag, Chorus, VOSON/Uberlink, Info Extractor, twarc, iScience Maps, Social Feed Manager, facebook-sdk, Socioviz, Naoyun, Visibrain Focus, TwitterGoogles, DD-CSS, YouTube Data Tools, SocialMediaMineR, tStreamingArchiver, Twitter Stream Downloader
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more on social media analytics in this IMS blog
https://blog.stcloudstate.edu/ims?s=social+media+analytics
more on social media management in this blog
https://blog.stcloudstate.edu/ims?s=social+media+management
more on altmetrics in this blog
https://blog.stcloudstate.edu/ims?s=altmetrics
more on social media in this IMS blog
https://blog.stcloudstate.edu/ims?s=social+media
video animation program to easily create quick video animations to enhance the learning experience in online courses.
http://listserv.educause.edu/scripts/wa.exe?A2=ind1702&L=BLEND-ONLINE&P=5157
- Camtasia
- http://www.xtranormal.com/
- Plotagon
http://plotagoneducation.com/ 14 days free trial period, $99 for 30 students per year
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more on animation in this IMS blog
https://blog.stcloudstate.edu/ims?s=animation
How to use social media for promotion