Here are the details for the Nearpod workshop I will be hosting next Thursday, June 4, 2020 from 10:00 am to 12:00 pm CST.
I will be doing a presentation-style workshop next Thursday on using Nearpod. You will get the opportunity to participate in the workshop as a student as I model a pull presentation similar to attending a conference session. With that, I am planning to extend the length of the workshop a little to allow time for questions, etc. The session will begin at 10:00 am and last until 12:00 pm.
Zoom: https://memphis.zoom.us/j/96567149618
As always, please feel free to share this information with anyone who may be interested. Feel free to post on social media as well.
Thank You!
Niki Bray, Ed.D.
Director of Academic Innovation & Student Success | Clinical Professor School of Health Studies
At our physical iLRN conferences, the first day of the conference (Sunday) is typically devoted to one or more guided social tours of local attractions in which attendees have the opportunity to socialize and get to know one another while immersing themselves in the sights and sounds of the host city and/or region. As this year’s conference will take place entirely online, we are instead offering the opportunity for attendees to sign up for small-group “Guided Virtual Adventure” tours of 50 minutes in duration to various social and collaborative XR/immersive environments and platforms.
Proposals are being sought for prospective Guided Virtual Adventure tour offerings on Sunday, June 21, 2020. Tour destinations may be:
– a third-party XR/immersive platform with which you are familiar (e.g., Altspace, Mozilla Hubs, Minecraft, World of Warcraft, Somnium Space, OrbusVR, Second Life);
– a specific virtual environment that you, your institution/organization, or someone else has developed within a third-party platform;
– a platform that you or your institution/organization has developed and/or specific environments within that platform.
There are no fees involved in offering a Guided Virtual Adventure tour; however, preference will be given to proposals that involve environments/platforms that are freely and openly accessible, and that are associated with nonprofit organizations and educational institutions. Where possible, it is strongly recommended that multiple offerings of the tour are made available throughout the day so as to cater for different time zones in which the 8,000+ iLRN 2020 event attendees will be based.
Companies wishing to offer Guided Virtual Adventure tours involving their commercial products and services may submit proposals for consideration, but the iLRN 2020 Organizing Committee reserves the right to, at its discretion, place limits on the number of tours of platforms/environments of a certain type or that address a particular target audience/application vertical. In doing so, they will prioritize companies that have purchased a sponsorship or exhibition package.
– Guided Virtual Adventure proposal submission deadline: May 18, 2020
– Notification of proposal review outcomes: May 21, 2020
– Presenter registration deadline: May 25, 2020
– Deadline for providing final participant instructions: June 1, 2020
– Guided Virtual Adventure Day: June 21, 2020
Other upcoming iLRN 2020 deadlines (see conference website for details):
– Immersive Learning Project Showcase & Competition – expressions of interest to participate due May 14, 2020 (deadline extended, no further extensions will be announced)
– Practitioner Stream oral and poster presentations – 1-2 page proposals, not for publication in proceedings, due May 18, 2020 (will not be extended)
– Workshops, Panel Sessions, and Special Sessions – 2-3 page proposals for publication in proceedings as extended-abstract descriptions of the sessions, due May 18, 2020 (will not be extended)
– Free registration deadline for non-presenter educators and students – May 23, 2020
Description: Join Marialice and Jaime as they join GlobalMindED to present, Solving Problems in Local, Global, and Digital Communities in AR. During their webinar, they will Identify and solve real problems in local, global and digital communities using augmented reality. Participants will gain a better understanding of how digital citizens can confidently and positively engage with emerging technologies to think critically and act creatively. Examples of students using the global goals to make a positive impact on society will be shared.
when we talk about online education is using digital technologies to transform the learning experience,” said Vijay Govindarajan, a professor at Dartmouth’s Tuck School of Business. “That is not what is happening right now. What is happening now is we had eight days to put everything we do in class onto Zoom.”
Conceiving, planning, designing and developing a genuine online course or program can consume as much as a year of faculty training and collaboration with instructional designers, and often requires student orientation and support and a complex technological infrastructure.
if there’s a silver lining in this situation for residential colleges and universities, it’s that students no longer take for granted the everyday realities of campus life: low-tech face-to-face classes, cultural diversions, libraries, athletics, extracurricular activities, in-person office hours and social interaction with their classmates.
Online higher education “is a thin diet for the typical 18-year-old,” said Richard Garrett, chief research officer at Eduventures. “But today’s 18-year-olds are tomorrow’s 28-year-olds with families and jobs, who then realize that online can be useful.”
Along with their students, faculty were “thrown into the deep end of the pool for digital learning and asked to swim,” Moe said. “Some will sink, some will crawl to the edge of the pool and climb out and they’ll never go back in the pool ever again. But many will figure out what to do and how to kick and how to stay afloat.”
After another break (due to Steve fracturing his arm), the one and only #CPDinVR events are back with not one but TWO opportunities to join Steve as he shares his Bloom’s Taxonomy and VR project
Debuted at the GESS Conference in Dubai in February, the presentation recounts the lengthy history of this project, which included contributions from Steven Sato, Alex Johnson and the late, great Chris Long.
This new version will delve deeper into the specific levels of Bloom’s and the types of VR applications which can be used to engage student skills at each level.
There will also be an opportunity for Q+A with Steve and some of the usual #CPDinVR fun and games at the end of the event…