Archive of ‘learning’ category

VR and AR in the classroom

Leslie Fisher Thinks Augmented Reality First, Then VR in the Classroom

05/12/17

https://thejournal.com/Articles/2017/05/12/Leslie-Fisher-Presents-at-Ed-Tech-Conferences-for-a-Living.aspx

Most kids can’t afford to buy their own Oculus headset. Google Cardboard. Google Street View

If you search Twitter effectively, there are not only great resources but great people to help you teach differently and keep the classroom more entertaining. You can grow your own personal learning network.

Versal

Quizlet

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

asynch and LMS online

Asynch Delivery and the LMS Still Dominate for Online Programs

By Dian Schaffhauser  05/22/17

https://campustechnology.com/articles/2017/05/22/asynch-delivery-and-the-lms-still-dominate-for-online-programs.aspx

a recent research project  by Quality Matters and Eduventures, the “Changing Landscape of Online Education (CHLOE)” offers a “baseline” examination of program development, quality measures and other structural issues.

95 percent of larger programs (those with 2,500 or more online program students) are “wholly asynchronous” while 1.5 percent are mainly or completely synchronous. About three-quarters (73 percent) of mid-sized programs (schools with between 500 and 2,499 online program students) and 62 percent of smaller programs are fully asynchronous.

The asynchronous nature of this kind of education may explain why threaded discussions turned up as the most commonly named teaching and learning technique, mentioned by 27.4 percent of respondents, closely followed by practice-based learning, listed by 27.3 percent of survey participants.

Blackboard and Instructure Canvas dominated. Audio- and videoconferencing come in a “distant second,” according to the researchers. The primary brands that surfaced for those functions were Adobe Connect, Cisco WebEx, Zoom, Kaltura, Panopto, TechSmith Camtasia and Echo360.

While the LMS plays a significant role in online programming, the report pointed to a distinct lack of references to “much-hyped innovations,” such as adaptive learning, competency-based education systems, simulation or game-based learning tools. (my note: my mouth run dry of repeating every time people start becoming orgasmic about LMS, D2L in particular)

four in 10 require the use of instructional design support, three in 10 use a team approach for online course design and one in 10 outsources the work. Overall, some 80 percent of larger programs use instructional design expertise.

In the smallest programs, instructional design support is treated as a “faculty option” for 53 percent of institutions. Another 18 percent expect faculty to develop their online courses independently. For 13 percent of mid-sized programs, the faculty do their development work independently; another 64 percent may choose whether or not to bring in instructional design help. (my note: this is the SCSU ‘case’)

Measuring Quality

Among the many possible quality metrics suggested by the researchers, the five adopted most frequently for internal monitoring were:

  • Student achievement of program objectives (83 percent);
  • Student retention and graduation rates (77 percent);
  • Program reputation (48 percent);
  • Faculty training (47 percent); and
  • Student engagement measures (41 percent).

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http://blog.stcloudstate.edu/ims?s=online+learning

digitization impact on academic library

Survey Highlights Digitization’s Impact on Campus Libraries

By David Raths  05/22/17

https://campustechnology.com/articles/2017/05/22/survey-highlights-digitizations-impact-on-campus-libraries.aspx

nonprofit Ithaka S+R. The study, Ithaka S+R Library Survey 2016, highlighted a number of challenges facing library directors in an era of increased digitization. Future Trends Forum video chat May 19 hosted by Bryan Alexander.

Alexander zeroed in on the finding that library directors feel increasingly less valued by supervisors such as chief academic officers.

Not surprisingly, the survey illustrates a broad shift toward electronic resources, Wolff-Eisenberg noted, with an increasing number of libraries developing policies for de-accessioning print materials that are also available digitally.

library directors are increasingly recognizing that discovery does not always happen in the library. Compared to the 2013 survey results, fewer library directors believe that it is important that the library is seen by its users as the first place that they go to discover content, and fewer believe that the library is always the best place for researchers at their institution to start their research.

There is also a substantial gap between how faculty members and library directors perceive the library’s contribution in supporting student learning. Both tend to agree that students have poor research skills, Wolff-Eisenberg noted. The faculty members see it as more of a problem, but they are less likely than library directors to see librarians contributing to student learning by helping them to develop research skills

The positions for which respondents anticipate the most growth in the next five years are related to instructional design (my note: this is IMS), information literacy and specialized faculty research support involving digital humanities, geographical information systems (GIS) and data management.

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more on digitization in academic libraries in this IMS blog
http://blog.stcloudstate.edu/ims?s=digitization+library

big data in ed

New Report Examines Use of Big Data in Ed

By Dian Schaffhauser  05/17/17

https://campustechnology.com/articles/2017/05/17/new-report-examines-use-of-big-data-in-ed.aspx

new report from the National Academy of Education “Big Data in Education,” summarizes the findings of a recent workshop held by the academy

three federal laws: Family Educational Rights and Privacy Act (FERPA), the Children’s Online Privacy Protection Act (COPPA) and the Protection of Pupil Rights Amendment (PPRA).

over the last four years, 49 states and the District of Columbia have introduced 410 bills related to student data privacy, and 36 states have passed 85 new education data privacy laws. Also, since 2014, 19 states have passed laws that in some way address the work done by researchers.

researchers need to get better at communicating about their projects, especially with non-researchers.

One approach to follow in gaining trust “from parents, advocates and teachers” uses the acronym CUPS:

  • Collection: What data is collected by whom and from whom;
  • Use: How the data will be used and what the purpose of the research is;
  • Protection: What forms of data security protection are in place and how access will be limited; and
  • Sharing: How and with whom the results of the data work will be shared.

Second, researchers must pin down how to share data without making it vulnerable to theft.

Third, researchers should build partnerships of trust and “mutual interest” pertaining to their work with data. Those alliances may involve education technology developers, education agencies both local and state, and data privacy stakeholders.

Along with the summary report, the results of the workshop are being maintained on a page within the Academy’s website here.

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more on big data in education in this IMS blog
http://blog.stcloudstate.edu/ims?s=big+data

Minecraft Education edition

Minecraft: Education Edition 1.0.1 Released with Code Builder Support

By David Nagel 05/22/17

https://thejournal.com/articles/2017/05/22/minecraft-education-edition-1.0.1-released-with-code-builder-support.aspx

Microsoft has released a new version of Minecraft: Education Edition that adds support for Code Builder

Code Builder is an extension for Minecraft that lets users perform typical Minecraft functions through code. It connects to ScratchX, Tynker and Microsoft’s new open source development tool, MakeCode.

Minecraft’s changelog page.

Teacher training materials for Code Builder for Minecraft: Education Edition can be found at education.minecraft.net/trainings/code-builder-for-minecraft-education-edition.

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more on Minecraft in Education in this IMS blog
http://blog.stcloudstate.edu/ims?s=+minecraft

Blended Synchronous Learning Environment

Wang, Q., Quek, C., & Hu, H. (2017). Designing and Improving a Blended Synchronous Learning Environment : An Educational Design Research. International Review of Research in Open and Distributed Learning, 18(3), 99-118

http://www.irrodl.org/index.php/irrodl/article/view/3034/4142

Definition: blended synchronous learning has attracted much attention and it is often labelled with synchronous hybrid learning (Cain & Henriksen 2013); synchronous blended learning (Okita, 201 3 ); multi – access learning (Irvine, Code, & Richards, 2013); or simultaneous delivery of course s to on – campus and off – campus students (White et al ., 2010). Adapted from the definition given by Bower , Dalgarno, Kennedy, Lee, and Kenney (2015), blended synchronous learning in this paper is defined as a learning method that enables online students to participate in classroom learning activities simultaneously via comput er – mediated communication technologies such as video conferencing . By following this approach , on – campus students attend F2F le ssons in the physical classroom. M eanwhile, online students who are situated at multiple sites participate in the identical class room learning activities via two – way video conferencing in real time .

With regard to  educational benefits , blended synchronous learning can help to establish rich teaching presence, social presence, and cognitive presence ( Garrison, Anderson, & Archer, 200 0 ; Szeto, 2015 ). A BSLE provides a mimic classroom environment (White et al. , 2010) , where teachers ’ direct instruction and facilitation can be easily carried out a nd the teaching presence is hence naturally established.

Higher Ed Falls Short

Report: Americans Value College Degrees But Say Higher Ed Falls Short on Delivering Promises

By Sri Ravipati  05/12/17

https://campustechnology.com/articles/2017/05/12/americans-value-college-degrees-but-say-higher-ed-falls-short-on-delivering-promises.aspx

new survey, “Varying Degrees: New America’s Annual Survey on Higher Education,” which involved more than 1,600 individuals in the United States who are ages 18 and older.

explore the data using an interactive tool

some_text

data reveal key differences across categories of age, gender, generation, region, socioeconomic status, race and political ideology

 

  • Most respondents want to see changes made in higher ed, with just 25 percent answering the system is “just fine the way it is” and helps students succeed;
  • Students want additional help crossing the finish line, with 57 percent of respondents answering that higher ed institutions should help students succeed;
  • Just one in three respondents answered that the federal government is having a positive impact on higher ed;
  • Two-year colleges and four-year public universities are seen as especially worth the cost compared to other institution types, with 83 percent and 79 percent of respondents respectively saying these institution types “contribute to a strong American workforce”

“Although people believe in higher education generally, they are not satisfied with specific institutions and policies that we have in place right now — they are broadly dissatisfied,”

 

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more on education and employment in this IMS blog
http://blog.stcloudstate.edu/ims?s=education+employment

lecture capture on shoestring

8 Tips for Lecture Capture on a Shoestring

By Dian Schaffhauser 05/17/17

https://campustechnology.com/articles/2017/05/17/8-tips-for-lecture-capture-on-a-shoestring.aspx

Whether you’re flipping your courses, creating videos to help your students understand specific concepts or recording lectures for exam review, these tips can help you optimize your production setup on a tight budget.

1) Speak Into the Microphone

2) Reconsider Whether You Want to be a Talking Head

3) Keep Your Recording Device Steady

4) Avoid Using the Camera Built Into Your Laptop

5) Explore a Range of Recording Software
Screencast-O-Matic
TechSmith Camtasia
Adobe Captivate
Adobe Presenter

“online video platforms,”

TechSmith Relay, Panopto, Tegrity and Kaltura

6) Forget About Editing Your Videos

7) Remember Accessibility

Record your video and upload it to YouTube. YouTube will apply its machine transcription to the audio as a starting point. Then you can download the captions into your caption editor and improve on the captions from there. Afterward, you can delete the video from YouTube and add it to your institution’s platform.

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lecture capture in this IMS blog
http://blog.stcloudstate.edu/ims?s=lecture+capture

VR trends

6 VR Trends to Watch in Education

By Sri Ravipati  05/16/17

https://campustechnology.com/articles/2017/05/16/6-vr-trends-to-watch-in-education.aspx

VR devices are expected to increase 85 percent by 2020, with gaming and educational applications driving most of that growth.

Maya Georgieva, an ed tech strategist, author and speaker with more than 15 years of experience in higher education and global education. Georgieva is co-founder of Digital Bodies, a consulting group that provides news and analysis of VR, AR and wearables in education

Emory Craig,  currently the director of e-learning at the College of New Rochelle,

six areas with promising developments for educators.

1) More Affordable Headsets

the Oculus Rift or HTC Vive, which I really like, you’re talking close to $2,000 per setup. the 2017 SXSWedu conference,

Microsoft has been collaborating with its partners, such as HP, Acer, Dell and Lenovo, to develop VR headsets that will work with lower-end desktops. Later this year, the companies will debut headsets for $299, “which is much more affordable compared to HoloLens

many Kickstarter crowdfunding efforts are bound to make high-end headsets more accessible for teaching.

the NOLO project. The NOLO system is meant for mobile VR headsets and gives users that “6 degrees of freedom” (or 6 DoF) motion tracking that is currently only found in high-end headsets.

2) Hand Controllers That Will Bring Increased Interactivity

Google Daydream  Samsung has also implemented its own hand controller for Gear VR

Microsoft  new motion controllers at Microsoft Build

zSpace, with their stylus and AR glasses, continue to develop their immersive applications

3) Easy-to-Use Content Creation Platforms

Game engines like Unity and Unreal are often a starting point for creating simulations.

Labster, which creates virtual chemistry labs — will become important in specialized subjects

ThingLink, for example, recently introduced a school-specific editor for creating 360-degree and VR content. Lifeliqe, Aurasma and Adobe are also working on more interactive tools.

5) 360-Degree Cameras

6) Social VR Spaces

AltspaceVR h uses avatars and supports multiplayer sessions that allow for socialization and user interaction.

Facebook has been continuing to develop its own VR platform, Facebook Spaces, which is in beta and will be out later this year. LectureVR is a similar platform on the horizon.

 

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more on augmented reality in this IMS blog
http://blog.stcloudstate.edu/ims?s=augmented

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