Archive of ‘educational technology’ category

redefine learning

https://www.edsurge.com/news/2020-12-16-now-is-the-time-to-redefine-learning-not-recreate-traditional-school-online

The vast majority of emergent virtual and hybrid learning models appear to be “stuck at substitution”—that is, they seek to recreate or translate the brick-and-mortar school experience into the cloud without stopping to ask which aspects of those models may not truly serve students in the time of COVID-19 or beyond.

When we say “stuck at substitution,” some readers may recognize the SAMR model of education technology integration. The SAMR framework describes four different levels of technology use, from Substitution to Augmentation, Modification and Redefinition (SAMR). At its most basic level, education technology can be used to simply substitute: to replace traditional methods of teaching and learning with ones that are digitally mediated, but are still based on the same basic structure and pedagogy.

SAMR

 

edtech can be used for augmentation, to bring some other affordance or benefit to the teaching and learning experience—for example, when that worksheet becomes a shared Google Doc that allows for collaboration and increased critical thinking.

Redefinition means thinking beyond existing paradigms and schedules that are built for an on-campus experience. It is the opportunity to imagine entirely new ways of teaching and learning—for example, attendance policies that emphasize engagement versus seat time, blended learning models that leverage technology for anywhere, anytime learning, and instructional design that allows increased student choice and participation.

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

computer assisted learning and student development

The Effect of Computer-Assisted Learning on Students’ Long-Term Development

https://www.nber.org/papers/w28180

the effect of computer-assisted learning on students’ long-term development. We explore the implementation of the “largest ed-tech intervention in the world to date,” which connected China’s best teachers to more than 100 million rural students through satellite internet. We find evidence that exposure to the program improved students’ academic achievement, labor performance, and computer usage.

 

Protecting Lawful Streaming Act

10 years in prison for illegal streaming? It’s in the Covid-19 relief bill from r/technology

https://edition.cnn.com/2020/12/22/tech/illegal-streaming-felony-covid-relief-bill/index.html

The law specifies that it doesn’t apply to people who use illegal streaming services or “individuals who access pirated streams or unwittingly stream unauthorized copies of copyrighted works.”

Rather, it’s focused on “commercial, for-profit streaming piracy services” that make money from illegally streaming copyrighted material.

Last year, the Department of Justice charged two computer programmers from Las Vegas for illegal pirating thousands of hours of television shows from Netflix (NFLX) and Hulu and streaming them on websites called iStreamItAll and Jetflicks. One man admitted to earning more than $1 million from his piracy operations.

iLRN 2021

CALL FOR PAPERS AND PROPOSALS
iLRN 2021: 7th International Conference of the Immersive Learning Research Network
May 17 to June 10, 2021, on iLRN Virtual Campus, powered by Virbela
… and across the Metaverse!
Technically co-sponsored by the IEEE Education Society,
with proceedings to be submitted for inclusion in IEEE Xplore(r)
Conference theme: “TRANSCEND: Accelerating Learner Engagement in XR across Time, Place, and Imagination”
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Conference website: https://nam02.safelinks.protection.outlook.com/?url=https%3A%2F%2Fimmersivelrn.org%2Filrn2021%2F&data=04%7C01%7Cpmiltenoff%40STCLOUDSTATE.EDU%7C24d0f76661804eca489508d8a66c7801%7C5011c7c60ab446ab9ef4fae74a921a7f%7C0%7C0%7C637442332084340933%7CUnknown%7CTWFpbGZsb3d8eyJWIjoiMC4wLjAwMDAiLCJQIjoiV2luMzIiLCJBTiI6Ik1haWwiLCJXVCI6Mn0%3D%7C3000&sdata=6d614jJWaou4vQMNioW4ZGdiHIm2mCD5uRqaZ276VVw%3D&reserved=0
PDF version of this CFP available at: https://nam02.safelinks.protection.outlook.com/?url=https%3A%2F%2Fbit.ly%2F3qnFYRu&data=04%7C01%7Cpmiltenoff%40STCLOUDSTATE.EDU%7C24d0f76661804eca489508d8a66c7801%7C5011c7c60ab446ab9ef4fae74a921a7f%7C0%7C0%7C637442332084340933%7CUnknown%7CTWFpbGZsb3d8eyJWIjoiMC4wLjAwMDAiLCJQIjoiV2luMzIiLCJBTiI6Ik1haWwiLCJXVCI6Mn0%3D%7C3000&sdata=Ksq0YFtUxHI9EM0%2Fa7OyYTeb7ObhOy3JdVquCRvvH54%3D&reserved=0
The 7th International Conference of the Immersive Learning Research Network (iLRN 2021) will be an innovative and interactive virtual gathering for a strengthening global network of researchers and practitioners collaborating to develop the scientific, technical, and applied potential of immersive learning. It is the premier scholarly event focusing on advances in the use of virtual reality (VR), augmented reality (AR), mixed reality (MR), and other extended reality (XR) technologies to support learners across the full span of learning–from K-12 through higher education to work-based, informal, and lifelong learning contexts.
Following the success of iLRN 2020, our first fully online and in-VR conference, this year’s conference will once again be based on the iLRN Virtual Campus, powered by VirBELA, but with a range of activities taking place on various other XR simulation, gaming, and other platforms. Scholars and professionals working from informal and formal education settings as well as those representing diverse industry sectors are invited to participate in the conference, where they may share their research findings, experiences, and insights; network and establish partnerships to envision and shape the future of XR and immersive technologies for learning; and contribute to the emerging scholarly knowledge base on how these technologies can be used to create experiences that educate, engage, and excite learners.
Note: Last year’s iLRN conference drew over 3,600 attendees from across the globe, making the scheduling of sessions a challenge. This year’s conference activities will be spread over a four-week period so as to give attendees more opportunities to participate at times that are conducive to their local time zones.
##### TOPIC AREAS #####
XR and immersive learning in/for:
Serious Games • 3D Collaboration • eSports • AI & Machine Learning • Robotics • Digital Twins • Embodied Pedagogical Agents • Medical & Healthcare Education • Workforce & Industry • Cultural Heritage • Language Learning • K-12 STEM • Higher Ed & Workforce STEM  • Museums & Libraries • Informal Learning • Community & Civic Engagement  • Special Education • Geosciences • Data Visualization and Analytics • Assessment & Evaluation
##### SUBMISSION STREAMS & CATEGORIES #####
ACADEMIC STREAM (Refereed paper published in proceedings):
– Full (6-8 pages) paper for oral presentation
– Short paper (4-5 pages) for oral presentation
– Work-in-progress paper (2-3 pages) for poster presentation
– Doctoral colloquium paper (2-3 pages)
PRACTITIONER STREAM (Refereed paper published in proceedings):
– Oral presentation
– Poster presentation
– Guided virtual adventures
– Immersive learning project showcase
NONTRADITIONAL SESSION STREAM (1-2 page extended abstract describing session published in proceedings):
– Workshop
– Special session
– Panel session
##### SESSION TYPES & SESSION FORMATS #####
– Oral Presentation: Pre-recorded video + 60-minute live in-world discussion with
others presenting on similar/related topics (groupings of presenters into sessions determined by Program Committee)
– Poster Presentation: Live poster session in 3D virtual exhibition hall; pre-recorded video optional
– Doctoral Colloquium: 60-minute live in-world discussion with other doctoral researchers; pre-recorded video optional
– Guided Virtual Adventures: 60-minute small-group guided tours of to various social and collaborative XR/immersive environments and platforms
– Immersive Learning Project Showcase: WebXR space to assemble a collection of virtual artifacts, accessible to attendees throughout the conference
– Workshop: 1- or 2-hour live hands-on session
– Special Session: 30- or 60-minute live interactive session held in world; may optionally be linked to one or more papers
– Panel Session: 60-minute live in-world discussion with a self-formed group of 3-5 panelists (including a lead panelist who serves as a moderator)
Please see the conference website for templates and guidelines.
##### PROGRAM TRACKS #####
Papers and proposals may be submitted to one of 10 program tracks, the first nine of which correspond to the iLRN Houses of application, and the tenth of which is intended for papers making knowledge contributions to the learning sciences, computer science, and/or game studies that are not linked to any particular application area:
Track 1. Assessment and Evaluation (A&E)
Track 2. Early Childhood Development & Learning (ECDL)
Track 3. Galleries, Libraries, Archives, & Museums (GLAM)
Track 4. Inclusion, Diversity, Equity, Access, & Social Justice (IDEAS)
Track 5. K-12 STEM Education
Track 6. Language, Culture, & Heritage (LCH)
Track 7. Medical & Healthcare Education (MHE)
Track 8. Nature & Environmental Sciences (NES)
Track 9. Workforce Development & Industry Training (WDIT)
Track 10. Basic Research and Theory in Immersive Learning (not linked to any particular application area)
##### PAPER/PROPOSAL SUBMISSION & REVIEW #####
Papers for the Academic Stream and extended-abstract proposals for the Nontraditional Session Stream must be prepared in standard IEEE double-column US Letter format using Microsoft Word or LaTeX, and will be accepted only via the online submission system, accessible via the conference website (from which guidelines and templates are also available).
Proposals for the Practitioner Stream are to be submitted via an online form, also accessible from the conference website.
A blind peer-review process will be used to evaluate all submissions.
##### IMPORTANT DATES #####
– Main round submission deadline – all submission types welcome: 2021-01-15
– Notification of review outcomes from main submission round: 2021-04-01
– Late round submission deadline – Work-in-progress papers, practitioner presentations, and nontraditional sessions only: 2021-04-08
– Camera-ready papers for proceedings due – Full and short papers: 2021-04-15
– Presenter registration deadline – Full and short papers (also deadline for early-bird registration rates): 2021-04-15
– Notification of review outcomes from late submission round: 2021-04-19
– Camera-ready work-in-progress papers and nontraditional session extended abstracts for proceedings due; final practitioner abstracts for conference program due: 2021-05-03
– Presenter registration deadline – Work-in-progress papers, practitioner presentations, and nontraditional sessions: 2021-05-03
– Deadline for uploading presentation materials (videos, slides for oral presentations, posters for poster presentations): 2021-05-10
– Conference opening: 2021-05-17
– Conference closing: 2021-06-10
*Full and short papers can only be submitted in the main round.
##### PUBLICATION & INDEXING #####
All accepted and registered papers in the Academic Stream that are presented at iLRN 2021 and all extended abstracts describing the Nontraditional Sessions presented at the conference will be published in the conference proceedings and submitted to the IEEE Xplore(r) digital library.
Content loaded into Xplore is made available by IEEE to its abstracting and indexing partners, including Elsevier (Scopus, EiCompendex), Clarivate Analytics (CPCI–part of Web of Science) and others, for potential inclusion in their respective databases. In addition, the authors of selected papers may be invited to submit revised and expanded versions of their papers for possible publication in the IEEE Transactions on Learning Technologies (2019 JCR Impact Factor: 2.714), the Journal of Universal Computer Science (2019 JCR Impact Factor: 0.91), or another Scopus and/or Web of Science-indexed journal, subject to the relevant journal’s regular editorial and peer-review policies and procedures.
##### CONTACT #####
Inquiries regarding the iLRN 2020 conference should be directed to the Conference Secretariat at conference@immersivelrn.org.
General inquiries about iLRN may be sent to info@immersivelrn.org.

More on Virbela in this IMS blog
https://blog.stcloudstate.edu/ims?s=virbela

Archiving VR

Lischer-Katz, Z. (2020). Archiving experience: An exploration of the challenges of preserving virtual reality. Records Management Journal, 30(2), 253–274. https://doi.org/10.1108/RMJ-09-2019-0054

Virtual reality (VR) technologies are complex configurations of computer hardware, software and file formats

In the context of digital materials, and all materials, given a long-enough time scale, preservation is an ongoing process, rather than a singular event that ensures eternal access to information.

alternative perspectives, e.g. phenomenology and media materiality, are necessary for
addressing the archival challenges of VR.

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more on immersive in this IMS blog

Creighton Nursing Simulation Evaluation

https://nursing.creighton.edu/academics/competency-evaluation-instrument

Creighton Simulation Evaluation Instrument

https://mnscu-my.sharepoint.com/:w:/r/personal/sj4932ae_minnstate_edu/_layouts/15/WopiFrame2.aspx?action=edit&sourcedoc=%7B8CF7FBDB-977D-42B9-92E6-56EB1EF21DE0%7D

From: “Frisch, Connie J” <connie.frisch@sctcc.edu>

Measuring Self-Efficacy

https://sparqtools.org/mobility-measure/new-general-self-efficacy-scale/#all-survey-questions

 

Facebook antitrust lawsuit

The Smoking Gun in the Facebook Antitrust Case

The government wants to break up the world’s biggest social network. Internal company emails show why.
https://www.wired.com/story/facebook-ftc-antitrust-case-smoking-gun/

At first blush, privacy and antitrust might seem like separate issues—two different chapters in a textbook about big tech. But the decline in Facebook’s privacy protections plays a central role in the states’ case. Antitrust is a complicated field built on a simple premise: When a company doesn’t face real competition, it will be free to do bad things.

a conceptual breakthrough on that front. In a paper titled “The Antitrust Case Against Facebook,” the legal scholar Dina Srinivasan argued that Facebook’s takeover of the social networking market has inflicted a very specific harm on consumers: It has forced them to accept ever worse privacy settings. Facebook, Srinivasan pointed out, began its existence in 2004 by differentiating itself on privacy. Unlike then-dominant MySpace, for example, where profiles were visible to anyone by default, Facebook profiles could be seen only by your friends or people at the same school

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Facebook hit with antitrust probe for tying Oculus use to Facebook accounts

https://techcrunch.com/2020/12/10/facebook-hit-with-antitrust-probe-for-tying-oculus-use-to-facebook-accounts

In recent years Facebook has been pushing to add a ‘social layer’ to the VR platform — but the heavy-handed requirement for Oculus users to have a Facebook account has not proved popular with gamers.
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more on Facebook in this IMS blog
https://blog.stcloudstate.edu/ims?s=facebook

Chris Hughes
https://blog.stcloudstate.edu/ims/2019/05/09/break-up-facebook/

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