Archive of ‘e-learning’ category

Embedded Librarianship in Online Courses

Embedded Librarianship in Online Courses

Mimi O’Malley, October workshop w inquiries@libraryjuiceacademy.com
http://libraryjuiceacademy.com/
https://libraryjuiceacademy.com/news/?p=559
This class will start with simple ways librarians may embed their skills remotely starting with the LMS especially through the use of portal tabs, blocks, eReserves, knowledge bases, and student/faculty orientations. We’ll then move on to discussing how to bring the traditional face-to-face BI session (which librarians know so well) into the online class through the use of team teaching, guest lecturing, and conducting synchronous workshops. We’ll explore in the 3rd week how the librarian can become more influential in online course design and development. The session concludes with an examination of the ways librarians can evaluate whether or not their virtual efforts are impacting student access to library resources as well as possible learning outcomes.
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more on embedded librarianship in this iMS blog
https://blog.stcloudstate.edu/ims?s=embedded+librarian

Webinar vs. Podcast

Webinar vs. Podcast: Making The Right Choice For Your Business

August 16, 2018 https://blog.clickmeeting.com/webinar-vs-podcast

What is a podcast?

Simply put, a podcast is an audio file posted on a website that people can download and listen to. Businesses use them to establish themselves as experts in their field or to share information about their product or service.

Why are podcasts so popular for businesses?

1. Podcasts are readily available.

2. Your audience can listen to them anywhere.

3. You get to share your expertise.

What are the advantages of webinars?

Webinars are an increasingly popular way to build relationships with current and potential clients. They are multi-media meetings, seminars or classes held over the Internet and done in real time.

1. Webinars allow you to interact with your audience.

live Q&A session, Question Mode, Chat, Polls and Surveys.

2. Webinars have engaging multi-media features

have audio and video. Presentation feature, The Whiteboard Screen Sharing Share infographics, charts and other data quickly and easily.

3. Webinars allow you to earn money on the spot.

Paid Webinars allow you to monetize your expertise. Y

The Call to Action feature allows you to provide a customized call to action button during your webinar

Still wondering which is best for your business?

1. Do you want to cast a wide net to find new audiences?

If so, podcasts are a great way to do that. Your audience has easy access to you and they can listen anywhere to learn more about you and your expertise in your field.

2. Are you looking to go deeper and turn contacts into clients?

Then webinars are for you. They allow you to build relationships through thoughtful interaction.

 

video length for online courses

From: The EDUCAUSE Blended and Online Learning Constituent Group Listserv <BLEND-ONLINE@LISTSERV.EDUCAUSE.EDU> on behalf of Robert, Jenay <jrr296@PSU.EDU>
Sent: Wednesday, September 5, 2018 9:58:49 AM

Dear colleagues,

I am collaborating on a project comparing the efficacy of two types of instructional videos. We are looking for literature that describes similar research. For example, a study might compare students who have watched voice-over ppt slides and students who have watched Khan-style videos, examining students’ content knowledge and/or some affective constructs. Alternatively, a study might compare the lengths or speeds of only one type of video.

Given the dearth of literature addressing these variables, I am hoping this community can help us uncover some additional research for our literature review. I am happy to compile and share everything that is shared with me over the coming days.

Jenay Robert, Ph.D. Research Project Manager Teaching and Learning with Technology  The Pennsylvania State University

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Clossen, A. S. (2018). Trope or Trap? Roleplaying Narratives and Length in Instructional Video. Information Technology & Libraries37(1), 27-38.

It is impossible to please everyone all the time—at least that is what survey results suggest. There are several takeaways to this study: Video length matters, especially as a consideration before the video is viewed. Timestamps should be included in video creation, or it is highly likely that the video will not be viewed. The video player is key here, as some video players include video length, while others do not. Videos that exceed four minutes are unlikely to be viewed unless they are required. Voice quality in narration matters. Although preference in type of voice inevitably varies, the actor’s voice is noticed over production value. It is important that the narrator speaks evenly and clearly. For brief how-to videos, there is a small preference for screencast instructional videos over a narrative roleplay scenario. The results of the survey indicate that roleplay videos should be wellproduced, brief, and high quality. However, what constitutes high quality is not very well established.15 Finally, screencast videos should include an example scenario, however brief, to ground the viewer in the task.

Lin, S., Aiken, J. M., Seaton, D. T., Douglas, S. S., Greco, E. F., Thoms, B. D., & Schatz, M. F. (2017). Exploring Physics Students’ Engagement with Online Instructional Videos in an Introductory Mechanics Course. Physical Review Physics Education Research13(2), 020138-1.

Kruse, N. B., & Veblen, K. K. (2012). Music teaching and learning online: Considering YouTube instructional videos. Journal Of Music, Technology & Education5(1), 77-87. doi:10.1386/jmte.5.1.77_1

Buzzetto-More, N. A. (2014). An Examination of Undergraduate Student’s Perceptions and Predilections of the Use of YouTube in the Teaching and Learning Process. Interdisciplinary Journal Of E-Learning & Learning Objects1017-32.

Chekuri, C., & Tiecheng, L. (2007). Extracting content from instructional videos by statistical modelling and classification. Pattern Analysis & Applications10(2), 69-81.

My note; too old as data but interesting as methodology

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

specifically Adobe’s “findings” : https://blog.stcloudstate.edu/ims/2018/01/17/microlearning-instructional-design/

ebooks Penn State

E-books provide student savings through Penn State partnership

August 13, 2018

https://news.psu.edu/story/531094/2018/08/13/academics/e-books-provide-student-savings-through-penn-state-partnership

Penn State, through a partnership between Penn State World Campus and the University Libraries, has made available more than 330 e-books for almost 300 courses offered through World Campus starting in the 2017-2018 academic year. The e-books are available to students through Canvas, the University’s learning management system, and are also searchable online in the University Libraries’ catalog.

The e-book licensing partnership between the Libraries and Penn State World Campus

The partnership is mutually beneficial as it helps the Libraries increase its collections strategically while also supporting Penn State’s strategic plan foundation of enabling educational access and affordability and its commitment to help students avoid costs by offering free and low-cost textbooks.”

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

more on Penn State
https://blog.stcloudstate.edu/ims?s=penn+state

3D Artifacts into a Digital Library

Inclusion of 3D Artifacts into a Digital Library: Exploring Technologies and Best Practice Techniques

The IUPUI University Library Center for Digital Scholarship has been digitizing and providing access to community and cultural heritage collections since 2006. Varying formats include: audio, video, photographs, slides, negatives, and text (bound, loose). The library provides access to these collections using CONTENTdm. As 3D technologies become increasingly popular in libraries and museums, IUPUI University Library is exploring the workflows and processes as they relate to 3D artifacts. This presentation will focus on incorporating 3D technologies into an already established digital library of community and cultural heritage collections.

 

virtual labs

Arizona State online biology students getting hands-on experience in virtual labs

James Paterson, Aug. 28, 2018

https://www.educationdive.com/news/arizona-state-online-biology-students-getting-hands-on-experience-in-virtua/531039/

  • Thirty students registered for Arizona State University Online’s general biology course are using ASU-supplied virtual reality (VR) headsets for a variety of required lab exercises
  • The VR equipment, which costs ASU $399 per student, allows learners to complete lab assignments in virtual space using goggles and a controller to maneuver around a simulated lab. Content for the online course was developed and assessed by ASU biology professors and was evaluated this summer. Students also can use their own VR headsets and access the content on their laptops, as 370 other students are doing.
  • A university official told Campus Technology the initiative will help online students have the experiences provided in brick-and-mortar labs as well as new ones that were impossible previously. The effort also will ease a problem on campus with limited lab space.

Similar labs are planned for the University of Texas at San Antonio and McMaster University in Canada, according to a blog post from Google, which partnered with the ed-tech company Labster to create the virtual labs. In addition, virtual labs also are available at eight community colleges in California, offering IT and cybersecurity skills instruction.

About half of colleges have space dedicated to VR, with adoption expected to increase as technology costs go down, according to a recent survey by nonprofit consortium Internet2. The survey found that 18% of institutions have “fully deployed” VR and are increasingly making it available to online students, while half are testing or have not yet deployed the technology.

Colleges are using VR for a variety of purposes, from classroom instruction to admissions recruiting to career training.

In addition, because the use of VR is growing in K–12 education, students will expect to use it in college.

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

take a look at OUR VR lab tour:

https://poly.google.com/u/0/view/epydAlXlJSw

reading digital

Digital Text is Changing How Kids Read—Just Not in the Way That You Think

https://www.kqed.org/mindshift/49092/digital-text-is-changing-how-kids-read-just-not-in-the-way-that-you-think

According to San Jose State University researcher Ziming Lu, this is typical “screen-based reading behavior,” with more time spent browsing, scanning and skimming than in-depth reading. As reading experiences move online, experts have been exploring how reading from a screen may be changing our brains. Reading expert Maryanne Wolf, author of Proust and the Squid, has voiced concerns that digital reading will negatively affect the brain’s ability to read deeply for sophisticated understanding, something that Nicholas Carr also explored in his book, The Shallows. Teachers are trying to steer students toward digital reading strategies that practice deep reading, and nine out of ten parents say that having their children read paper books is important to them.

Cognitive scientist Daniel T. Willingham said that digital devices aren’t changing the way kids read in terms of actual cognitive processes—putting together letters to make words, and words to make sentences. In fact, Willingham is quick to point out that in terms of “raw words,” kids are reading more now than they were a decade ago (thanks mostly to text messaging). But he does believe, as he writes in his book, The Reading Mind: A Cognitive Approach to Understanding How the Mind Reads, that kids’ reading habits are changing. And it’s reasonable to guess that digital technology, in all its three-second-video and Snapchat glory, is changing those habits.

For many parents and teachers worried that spending so much time with video games and Snapchats will shred kids’ attention spans—the average 8-12-year-old spends about six hours a day in front of a screen, and teenagers spend more than nine — Willingham thinks they may be concerned about the wrong thing. He isn’t convinced that spending so many hours playing Super Smash Bros will shorten kids’ attention spans, making them unable to sustain the attention to read a book. He’s more concerned that Super Smash Bros has trained kids’ brains to crave experiences that are more like fast-paced video games.

instead to help kids distinguish between the easy pleasures of some digital media, and the more complex payoff that comes when reaching the end of the Harry Potter series. He recommends telling kids that you want them to experience both, part of a larger strategy to make reading a family value.

“It’s watermelon or chocolate for dessert.

According to Julie Coiro, a reading researcher at the University of Rhode Island, moving from digital to paper and back again is only a piece of the attention puzzle: the larger and more pressing issue is how reading online is taxing kids’ attention.

Each time a student reads online content, Coiro said, they are faced with almost limitless input and decisions, including images, video and multiple hyperlinks that lead to even more information.

 

gamification in online learning

34 TOP TIPS FOR USING GAMIFICATION IN ONLINE LEARNING

34 Top Tips for using Gamification in Online Learning

1. KNOW WHAT YOUR GOAL IS

2. DESIGN YOUR GAME MECHANICS TO DRIVE POSITIVE BEHAVIOURAL CHANGES

3. CREATE A BUZZ AROUND THE LAUNCH

4. WELCOME WITH A BADGE

5. KEEP IT FUN

6. KEEP IT SIMPLE

7. LET LEARNERS CREATE AVATARS

8. MAKE PROGRESS OBVIOUS

9. MAKE ALERTS OBVIOUS

10. USE LEVELS TO DEFINE A LEARNING JOURNEY

11. START WITH EASIER, SHORTER LEVELS

12. MAKE IT CLEAR WHAT NEEDS TO BE DONE TO PROGRESS

13. WEIGHT YOUR POINTS ACCORDINGLY

14. GIVE MORE REWARDS TO USERS WHO ARE LESS ACTIVE

15. USE INTRINSIC REWARDS TO SPARK BEHAVIOURAL CHANGE

16. LET LEARNERS EXCHANGE POINTS FOR PRIZES

17. USE EXTRINSIC REWARDS SPARINGLY

18. LET THE LEARNER BECOME AN EXPERT

19. TIE LEARNER GOALS TO LARGER COMPANY GOALS

20. CREATE AN AREA FOR COMMUNITY

21. CREATE DISCUSSION GROUPS

22. INTEGRATE WITH SOCIAL MEDIA

23. MAKE SURE IT LOOKS GOOD

24. MAKE SURE IT’S ON BRAND

25. CATER FOR EVERY TYPE OF GAMER

26. TEST!

27. ANALYSE

28. ASK FOR FEEDBACK

29. KEEP CONTENT FRESH & REGULAR

30. YOU CAN NEVER HAVE ENOUGH BADGES!

31. GROUP BADGES IN SETS

32. USE LIMITED EDITION BADGES

33. GENERATE ENVY

34. ENCOURAGE COMPETITION

a tour of the Academy LMS, the world’s #1 gamified learning management system

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

The iGen Shift

The iGen Shift: Colleges Are Changing to Reach the Next Generation

The newest students are transforming the way schools serve and educate them, including sending presidents and deans to Instagram and Twitter.

By Laura Pappano 

A generation that rarely reads books or emails, breathes through social media, feels isolated and stressed but is crazy driven and wants to solve the world’s problems (not just volunteer) is now on campus. Born from 1995 to 2012, its members are the most ethnically diverse generation in history, said Jean M. Twenge, psychology professor at San Diego State University.

Campuses also have been slow to recognize that this age group is not millennials, version 2.0.

“IGen has a different flavor,” said Dr. Twenge of San Diego State University and author of “iGen: Why Today’s Super-Connected Kids Are Growing Up Less Rebellious, More Tolerant, Less Happy — and Completely Unprepared for Adulthood — and What That Means for the Rest of Us.”

Getting student attention and keeping it matters to administrators trying to build excitement for campus events, but also in prodding students about housing contracts and honor codes.

Being social on social media attracts students who might tune out official communication. Mr. Babineaux said he and his friends noted when college posts sounded “goofy” or “like your grandfather trying to say swag.”

 

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