Archive of ‘information technology’ category

school leadership and digital storytelling

Guajardo, M., Oliver, J. A., Rodríguez, G., Valadez, M. M., Cantú, Y., & Guajardo, F. (2011). Reframing the Praxis of School Leadership Preparation through Digital Storytelling. Journal of Research on Leadership Education, 6(5), 145–161. http://doi.org/10.1177/194277511100600504
http://web.stcloudstate.edu/pmiltenoff/lib490/literature.html#d
p. 149-150. Digital storytelling applies techniques that cross disciplines, fields, and subject matter. Digital storytelling pioneer Dana Atchley used the varied techniques such as case study, personal experience, introspection, life story, interviews, artifacts, cultural texts, observations, historical interaction, visual texts, and others (Lambert, 2002, 2006). Atchley’s techniques are firmly rooted in research methodology and collectively describe routine and problematic moments and meanings in individuals’ lives (Denzin & Lincoln, 2000; Lambert, 2006). Qualitative researchers often refer to this process as a bricolage, or the creation or construction from a variety of things. This bricolage helps Downloaded from jrl.sagepub.com at SAINT CLOUD STATE UNIV on June 8, 2016 Guajardo et. al./REFRAMING THE PRAXIS OF SCHOOL LEADERSHIP 150 to clarify our ontologies and inform epistemologies. Ladson-Billings (2000) explained epistemologies as more than the traditional way of knowing. Instead, epistemologies are a system of knowing that has both internal logic and external validity. The assortments of experiences used to inform our way of knowing then become the deliberate choices between hegemony and liberation. This process allows individuals to move beyond a traditional epistemological stance, or what Stanley (2007) has called the master narrative. Shujaa (1997) has called it a worldview epistemology that looks at knowledge as a symbiotic interaction of how we view the world, the knowledge we possess, and the knowledge we are capable of passing on to others.
p. 156 digital storytelling has been found to help organizations understand themselves (Militello & Guajardo, 2011). When organizations delve into introspective practices through the use of digital media, small and large organizations alike invite the opportunity to learn from deep, digital reflection.

storytelling and virtual reality

Is storytelling the key to VR’s future?

Virtual reality may be the closest to teleportation we will ever have in our lifetime.

More on virtual reality in this IMS blog:

https://blog.stcloudstate.edu/ims?s=virtual+reality

more on storytelling in this IMS blog:

https://blog.stcloudstate.edu/ims?s=storytelling

Flipped Classrooms, Blended Learning, and Integrating Technology

PLANNING MEETING – Flipped Classrooms, Blended Learning, and Integrating Technology

Date: Thursday, May 26, 2016
Time: 3:00 – 4:00 PM ET
Presenters: Steve Gilbert  and many more

Description

In this session we will finalize the design of the May 27th & June 24th events. Link to planning document.

Here is a history of our work on this topic:

  • During our March 11th FridayLive! event, Irene Knokh helped us explore the flipped classroom.  There was interest expressed in building a flipped classroom toolkit.
  • On March 17th TLT Members were invited to start this work.
  • On March 24th TLT Members met and decided to create a Flipped/Blended Learning Series.
  • On March 31st the planning continued and the 3 part series has begun to take shape.
  • In April we decided to focus on 2 events.
  • On April 27th we finalized the dates (May 27 and June 24th) and began to design the first session.
  • On May 5th the design work continued
  • On May 11th the design work continued
  • On May 19th the design work continued

big data and the government

What can the government do about big data fairness?

https://fcw.com/articles/2016/05/23/big-data-fairness.aspx

At a Ford Foundation conference dubbed Fairness by Design, officials, academics and advocates discussed how to address the problem of encoding human bias in algorithmic analysis. The White House recently issued a report on the topic to accelerate research into the issue.

The FTC released two studies on how big data is used to segment consumers into profiles and interests.

U.S. CTO Megan Smith said the government has been “creating a seat for these techies,” but that training future generations of data scientists to tackle these issues depends on what we do today. “It’s how did we teach our children?” she said. “Why don’t we teach math and science the way we teach P.E. and art and music and make it fun?”

“Ethics is not just an elective, but some portion of the main core curriculum.”

more on big data in this IMS blog:

https://blog.stcloudstate.edu/ims?s=big+data

thatcamp

http://twincities2016.thatcamp.org/

virtual scatchnoting sharing

confluence as a service.

notability versus evernote http://www.gingerlabs.com/

Virtual Reality

put the horse before the cart.

immersive augmented (elements 4D, comes with iPAD) reality. MS Hololens

Google imcardboard.com
HTC Vive (comes with two handheld controllers), Oculus (special relation in front of user), OSVR, laser towers, spacial awareness in the room,

https://blog.stcloudstate.edu/ims?s=holo

what is available now and what will be available.

how do you distinguish VR from gaming and gamification: when the latter lets us be in control and try again and again

and when it is digital storytelling.

hearts and minds. immersive environment. based on PTSD ethnography

virtual reality as recreating lost reality. whereas CL is more of creating new reality.

MS Hololens incorporates Skype

Rise of the Videogame Zinesters: How Freaks … – Seven Stories Press

Agisoft PhotoScan

cheating in virtual environment versus cheating in real environment.

computer archaeology. just a tool, but not something will solve all problems.

Re-conceptualizing Librarianship as a Design Discipline

Re-conceptualizing Librarianship as a Design Discipline

From ‘Design Thinking’ to ‘Design Knowing’

https://goo.gl/yLrG8l

Rachel Ivy Clarke, Ph.D. (@archivy) discussed the theoretical underpinnings that distinguish design knowledge from scientific knowledge and how it is relevant to research, teaching and practice in librarianship.

Recent years have seen an upsurge of interest in applying “design thinking” to library work, but librarianship also aligns with “design knowing”—foundations of knowledge in design that differentiate it from science.

The Blended Librarians Online Community for the webcast of the session

problem solving – who is doing and how.
how the problem is framed. e.g. is the classification system for the librarians or for the students. or both; a wicked problem

design is not an end product, but an ongoing
iteration. a procedure in which repetition of a sequence of operations yields results successively closer to a desired result
and reflection
in design, reflection is going throughout the entire process.

repertoire is the accumulation but not acknowledged.

rationale – why; critique, constructive, so what – research and education and practice

individual use of Internet and cloud services

Internet and cloud services – statistics on the use by individuals. Half of Europeans used the internet on the go and a fifth saved files on internet storage space in 2014

http://ec.europa.eu/eurostat/statistics-explained/index.php/Internet_and_cloud_services_-_statistics_on_the_use_by_individuals

Use of internet and other means for sharing files electronically, EU-28, 2014 (% of individuals)4

Use of internet and other means for sharing files electronically, EU-28, 2014 (% of individuals)4

curation tools

4 Great Curation Tools Created by Teachers for Teachers

http://www.educatorstechnology.com/2016/04/4-great-digital-curation-tools-created.html

April  28, 2016

Edshelf

Edshelf is ‘a socially curated discovery engine of websites, mobile apps, desktop programs, and electronic products for teaching and learning. You can search and filter for specific tools, create shelves of tools you use for various purposes, rate and review tools you’ve used, and receive a newsletter of tools recommended by other educators.

Graphite

a free service from nonprofit Common Sense Education designed to help preK-12 educators discover, use, and share the best apps, games, websites, and digital curricula for their students by providing unbiased, rigorous ratings and practical insights from our active community of teachers

Scoop.it

find out content related to your topics by ‘reviewing your suggestion lists and the topics from other curators

educlipper

social learning platform that allows teachers to curate and share educational content. Some of the interesting features it provides include: ‘Explore top quality education resources for K-12, create clips from the web, Drive, Dropbox, use your camera to capture awesome work that you create in and out of the classroom, create whiteboard recordings, create differentiated groups and share content with them, create Personal Learning Portfolios, create Class Portfolios as a teacher and share Assignments with students, provide quality feedback through video, audio, text, badges, or grades, collaborate with other users on eduClipboards for class projects or personal interests

1 90 91 92 93 94 114