Archive of ‘digital storytelling’ category

questions about online education

https://nepc.colorado.edu/blog/does-it-work

One of the most frequently and persistently asked questions about online education is “does it work” or “is it effective.”
The question is meaningless because there cannot be any definitive answer for a number of reasons.

First, online education (and its variants such a online instruction, online teaching, distance education and distance learning) is a big umbrella that covers a wide array of different practices, which vary a great deal in terms of quality. Comparing the effectiveness of online education with face-to-face education has been the most common research approach to examine the effectiveness of online education. And the answer has been, for a long time, that there is no significant difference between the two. This answer, however, does not mean online is effective or not, it simply means there are plenty of effective and ineffective programs in both online and face-to-face education. In other words, the within variation is larger than the between variation.

Second, another reason that there cannot be a definitive answer to this question is the diversity of stakeholders in online education.
And unfortunately what works for one stakeholder may not work for the others.

Third, even within the same program and with only students as the stakeholder, there cannot be a definitive answer because no program can possibly have the same effects on all students equally.

Fourth, yet another reason that the question cannot have a definitive answer is the multiplicity of outcomes. Education outcomes include more than what has been typically measured by grades or tests.

Fifth, the rapid changes in technology that can be used to deliver online education add to the elusiveness of a definitive answer to the question. While pedagogy, design, and human actors certainly paly a significant role in the experiences of online education, so does technology.

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

digital curation

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

the invention of thanksgiving

The Invention of Thanksgiving, Massacres, myths, and the making of the great November holiday.

https://www.newyorker.com/magazine/2019/11/25/the-invention-of-thanksgiving

+++++++++++

+++++++++++
THE INVENTION OF THANKSGIVING

The long and sometimes bloody history of how we came to celebrate Turkey Day.

https://psmag.com/social-justice/the-invention-of-thanksgiving

++++++++++++++++

The Invention of Thanksgiving

+++++++++
more about history in this IMS blog
blog.stcloudstate.edu/ims?s=history

reading teenagers electronic devices

https://www.latimes.com/opinion/story/2019-08-22/death-of-reading-high-school-cellphone

In the 1970s, teens read three times as many books as today. In 1980, 60% of high school seniors reported that they read a newspaper, magazine or book on a daily basis for pleasure; by 2016 that number had dropped to 16%. Teenagers are more likely to read books at 13 than 17.

 

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

also on electronic devices in the classroom
https://blog.stcloudstate.edu/ims/2017/04/03/use-of-laptops-in-the-classroom/

Flipgrid new features

https://www.freetech4teachers.com/2019/08/how-to-use-flipgrid-to-create.html

Flipgrid is a free service that you can use to post prompts for your students to respond to with short videos that they record through their laptops, Chromebooks, iPads, or phones. Your prompts and your students’ replies can be kept private or you can make them public. a complete set of Flipgrid tutorial videos available here.

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

VR Antarctica

Kate Pound, a professor with St. Cloud State U did research in Antarctica: kspound@stcloudstate.edu 

 

View this post on Instagram

 

Experience Sir Ed’s Antarctica…through virtual reality! Antarctic Heritage Trust is honoured to care for Sir Edmund Hillary’s Antarctic legacy. Over the 2016–2017 summer Antarctic Heritage Trust’s team on the Ice spent more than 5700 hours carefully restoring Hillary’s (TAE/IGY) Hut and conserving more than 500 artefacts. And now, as part of celebrating Sir Ed’s centenary, the Trust has partnered with Auckland University of Technology (AUT) to create a virtual reality experience based around the expedition base. The Trust is delighted to be giving people a glimpse into what life was like for Hillary and the men of his expedition on the ice. This fully immersive experience will be the closest thing possible to exploring the expedition’s base without actually going to the hut itself. The experience will be free and available at a range of locations across New Zealand as well as online. It is a ground-breaking project in terms of its scale and approach. Professor Barbara Bollard from AUT, who helped collect the data to build the virtual reality, says: “The experience is unique in that it allows you to experience special places without leaving a footprint. It opens up a long and rich history of Antarctic exploration to a wide audience who may never have the opportunity to visit in person.” Enjoy this brief teaser that showcases some of the graphic ‘look and feel’ of the experience, and look out for details to come on how you can experience Hillary’s Hut in virtual reality yourself. With thanks to project partner AUT, principal sponsor Ryman Healthcare Ltd, Antarctica New Zealand (logistics) and Staples VR (technical). #edmundhillary #antarctica #antarctic #antarcticadventure #expedition #conservation #antarcticlegacy #kiwilegend #scottbase #rossisland #explore #discover #southpole #virtualreality #virtualrealitytour #restoration #duluxpaint @staples_vr @antarctica.nz @duluxnz @autuni @rymancareers

A post shared by Antarctic Heritage (@antarcticheritage) on

+++++++++++++++
more on VR in this IMS blog
https://blog.stcloudstate.edu/ims?s=vr+virtual+reality

DGBL in higher ed

Digital Game-Based Learning in Higher Ed Moves Beyond the Hype

By George Lorenzo     Aug 4, 2016

https://www.edsurge.com/news/2016-08-04-digital-game-based-learning-in-higher-ed-moves-beyond-the-hype

Toolwire and Muzzy Lane, two digital game-based learning (DGBL) vendors that are making significant strides in higher education through their “serious game” products. The state of DGBL in higher ed is not nearly as prevalent and accepted as it is in K-12, but growing quickly.

Serious games feature evidenced-centered design, whereby data is collected, analyzed and adapted to the knowledge level of the player

Andy Phelps, director of the Rochester Institute of Technology Center for Media, Arts, Games, Interaction and Creativity (MAGIC) and executive committee member of the Higher Education Video Game Alliance (HEVGA),adds that “game-based learning has the opportunity to really challenge our assumptions about linear modes of educational interaction.”

Muzzy Lane, s higher-education-oriented Practice Series games, in partnership with McGraw Hill, feature titles in Marketing, Spanish, Medical Office and Operations.

The Challenge of Creating Worthy GamesBoth Toolwire and Muzzy Lane DGBL products are not of the “Triple A” PlayStation 4 and Xbox One variety, meaning they do not have all the high-fidelity, digital-media bells and whistles that are inside the heavily advertised war games and sports games geared toward the more than $99 billion global video game consumer marketplace, according to gaming market intelligence company Newzoo.

the state of DGBL in higher education consists of very effective digital games of less-than-Triple A fidelity coming out of private companies like Toolwire and Muzzy Lane, as well as from a good number of college and university game design innovation centers similar to RIT’s MAGIC. These include the Games+Learning+Society (GLS) Center at the University of Wisconsin-Madison; the University of Southern California Interactive Media and Games Division, the Carnegie Mellon University Entertainment Technology Center and the New York University Game Center.

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

1 2 3 4 11