School districts are more connected than ever. The latest Infrastructure Survey report from CoSN shows that over 90% of districts have sufficient broadband. So why isn’t everyone using it to generate measurable outcomes?
Category: instructional technology
Role of the Chief Academic Technology Officer
What’s the Role of the Chief Academic Technology Officer?
Research from the Center for Higher Education CIO Studies (CHECS) has been transferred to EDUCAUSE, including a report on the role of the Chief Academic Technology Officer and its differences and similarities to other higher ed IT tech executives.
https://library.educause.edu/resources/2019/1/the-center-for-higher-education-cio-studies-reports-2003-2018 Friday, January 18, 2019
The Center for Higher Education CIO Studies (CHECS) was a nonprofit organization founded by Dr. Wayne A. Brown, dedicated to the education and development of technology leaders in higher education. CHECS produced the CIO Study, the Technology Leadership (TL) Study, the Chief Information Security Officer (CISO) Study and the Higher Education Chief Academic Technology Officer Study.
The Chief Information Officer (CIO) study provides information about higher education CIOs’ attributes, education, experience and effectiveness. The CIO study was conducted from 2003 to 2018. Find all the CIO reports here.
The Technology Leadership (TL) study surveyed those in the next organizational layer down from the CIO. The TL study examines the demographics of the TL, where they have worked, and the activities they are undertaking to prepare themselves to become CIOs. The TL study was study was conducted from 2009 to 2018. Find all the TL reports here.
The Chief Information Security Officer (CISO) study examines the demographics of the higher education CISO, the career route they have taken to their role, and the activities and attributes needed for a CISO according to the CISO and the CIO. The CISO study was study was conducted from 2014 to 2017. Find all the CISO reports here.
The Higher Education Chief Academic Technology Officer Study, 2018 canvassed CIOs, known CATOs and academic technology leaders, as well as deans and provosts to understand changes happening across institutions of higher education in academic technology.
Our Digital Selves
Device Implementation at K12
Fact or Myth?
Device Implementation Is Possible Without the Headache!
Presented by the Classcraft Learning Team
Eric Davis & Kinshasa Marshall @classcraftgame eric@classcraft.com kinshasa@classcraft.com
https://www.edweb.net/.5b97fbb8/ Gaming 03-28-19 Slides1-1qgto1x
! Tasks with motivational gamified mechanics → improvement in 21st-century learning skills, technical competencies,
independence, and personal accountability for devices and their readiness
! Student-led, independent, and sophisticated use of devices increased roughly 100%
! “Gamification as a motivational tool and platform for online delivery of learning activities and resources is a critical element of
integrating technology into schools”
! Students placed a greater value on their devices being present and ready to use in order to enjoy gamified content
! The use of gamification capitalized on the curiosity aspect being at the center of intrinsic motivation — encouraging students to
explore what their devices can do for them in general and what they are capable of given the task, some direction, and a
prospective reUward
Planning, care FOR and ABOUT the device
Beginning Git & GitHub
The session will include practical, hands-on instruction for version control and collaboration in Git, as well as experience building a simple & free website on GitHub!
Beginning Git & GitHub
Friday, June 21 12:00 PM – 4:00 PM Registration and logisitics
Work smarter, collaborate faster and share code or other files with the library community using the popular version control system Git. Featuring a mix of git fundamentals and hands-on exercises, participants learn the basics of Git, learn how to use key commands, and how to use GitHub to their advantage, including sharing their own work and building upon the projects of others.
Git is a tool (technically, a version control system) that allows you to easily track changes in your files, scripts, websites, or entire programs. You can run it on your own computer for your own projects, but Git also makes it easy to collaborate with others on shared projects – thus helpful to small teams, large organizations, and people coordinating on open source projects. Easier collaboration is not the only advantage to using Git: you can also easily test out changes and write new code without threatening your existing work. It is very popular – verging on a necessity – amongst coders.
GitHub is a website that allows you to easily host and manage the code for git-tracked projects. It simplifies collaboration among project contributors, and is especially helpful for open source projects where you don’t necessarily meet your fellow contributors in real life. GitHub is free if your code is open to the public.
Bring your laptop for an afternoon of hands on exploration!
Heather Klish | Senior Systems Librarian
TTS : Library Technology Services
Tufts University
heather.klish@tufts.edu | 617.627.5853
GBL XR DS for IM 554
Course title: IM 554 Developing Skills for Online Teaching and Learning
Topic for this week: Game-based learning, Virtual Reliability, and Augmented Reality
Audience: IM Graduate students working for K12 schools or in business
March 28, Adobe Connect. http://scsuconnect.stcloudstate.edu/im554_park/
Events worth mentioning (pls share if you would like to discuss details):
- Library 2.0
https://blog.stcloudstate.edu/ims/2019/01/06/future-of-libraries-with-instructional-design/ - Nercomp 2019
https://blog.stcloudstate.edu/ims/2019/03/14/workshop-on-xr-at-nercomp-2019/ - LTC 2019
https://blog.stcloudstate.edu/ims/2019/03/20/library-technology-conference-2019/ - Rubin, Future Presence
https://blog.stcloudstate.edu/ims/2019/03/25/peter-rubin-future-presence/
p. 74 Carie Heeter and serious games
1. Where are we now compared to:
2018: https://blog.stcloudstate.edu/ims/2018/03/27/im-554-discussion-on-gbl-2018/
2017: https://blog.stcloudstate.edu/ims/2017/02/22/im554-discussion-gbl/
2. How did GBL change in the past year? Who is the leader in this research (country)? Is K12 the “playground” for GBL and DGBL?
China: Liao, C., Chen, C., & Shih, S. (2019). The interactivity of video and collaboration for learning achievement, intrinsic motivation, cognitive load, and behavior patterns in a digital game-based learning environment. Computers & Education, 133, 43–55. https://doi.org/10.1016/j.compedu.2019.01.013
Finalnd: Brezovszky, B., Mcmullen, J., Veermans, K., Hannula-Sormunen, M., Rodríguez-Aflecht, G., Pongsakdi, N., … Lehtinen, E. (2019). Effects of a mathematics game-based learning environment on primary school students’ adaptive number knowledge. Computers & Education, 128, 63–74. https://doi.org/10.1016/j.compedu.2018.09.011
Tunesia: Denden, M., Tlili, A., Essalmi, F., & Jemni, M. (2018). Implicit modeling of learners’ personalities in a game-based learning environment using their gaming behaviors. Smart Learning Environments, 5(1), 1–19. https://doi.org/10.1186/s40561-018-0078-6
Pitarch, R. (2018). An Approach to Digital Game-based Learning: Video-games Principles and Applications in Foreign Language Learning. Journal of Language Teaching and Research, 9(6), 1147–1159. https://doi.org/10.17507/jltr.0906.04
3. DGBL vs Serous Games vs Gamification

4. BYOx. Still timely?
5. XR and its relation to ID (instructional design) and the gamification of education:
https://blog.stcloudstate.edu/ims/2018/10/16/eli-2018-key-issues-teaching-learning/
#7 is ID, #13 is emerging technologies.
What is VR, AR, MR. Immersive learning?
examples from SCSU:
https://web.stcloudstate.edu/pmiltenoff/bi/
Examples from other universities as presented at Nercomp 2019 workshop:
min 29 from start: University of Connecticut (chapter 1)
min 58 from start: Dan Getz with Penn State (chapter 2)
hour 27 min from start: Randy Rode, Yale (chapter 3)
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last year plan for IM 554 https://blog.stcloudstate.edu/ims/2018/03/27/im-554-discussion-on-gbl-2018/
H5P
H5P replaced Zaption
Here a test of interactive video with YouTube source:
vs Kaltura video
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more on H5P in this IMS blog
https://blog.stcloudstate.edu/ims?s=h5p
SCSU CAVE
Recording of the presentations at the workshop available here:
https://zoom.us/recording/share/YtDl7AA3Te_whtCnZZdv93EiNZbljU7yyzl7ibOEam-wIumekTziMw
Educause Nercomp 2019 conference workshop registration here: https://events.educause.edu/special-topic-events/nercomp-annual-conference/2019/agenda/xr-mission-possible-separate-registration-is-required
Virtual Reality Health Risks
What Researchers Want Teachers to Know About Virtual Reality’s Health Risks
By Jenny Abamu Feb 16, 2018
with Google ramping up sales of its Expeditions Kit, and Facebook giving away 500 free Oculus Rift headsets to schools in Arkansas, the number of teachers using VR tools in U.S. classrooms could jump to more than 15 percent by 2021, predicts Futuresource, a market research firm.
A recent study was done by Children and Virtual Reality, a collaboration between researchers, VR companies, universities and health organizations, found that using VR tools could have significant health impacts on children.
What the researchers found in the third phase of the study, published last October, was that usage of VR headsets could impact a child’s vision, balance and spatial awareness
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more on VR in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+reality+health
Hololens 2
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https://blog.stcloudstate.edu/ims?s=mixed+reality