Hannah Pope is the Emerging Technologies Librarian at the Belk Library and Information Commons at Appalachian State University. She has been working with virtual and augmented reality devices for almost two years. She continues to grow the program at her library and frequently works with faculty members to incorporate virtual and augmented reality into their curriculum by providing avenues for students to experience curated applications. Pope has an MS library science degree from the University of North Carolina at Chapel Hill.
From the moment you open the browser, you will be presented with immersive experiences that can be enjoyed on a VR headset directly from the Firefox Reality browser. We are working with creators around the world to bring an amazing collection of games, videos, environments, and experiences that can be accessed directly from the home screen.
What marketing tactics drive the most traffic to my website?
Which pages on my website are the most popular?
How many visitors have I converted into leads or customers?
Where did my converting visitors come from and go on my website?
How can I improve my website’s speed?
What blog content do my visitors like the most?
a Google Analytics account. If you have a primary Google account that you use for other services like Gmail, Google Drive, Google Calendar, Google+, or YouTube, then you should set up your Google Analytics using that Google account. Or you will need to create a new one.
Big tip: don’t let your anyone (your web designer, web developer, web host, SEO person, etc.) create your website’s Google Analytics account under their own Google account so they can “manage” it for you. If you and this person part ways, they will take your Google Analytics data with them, and you will have to start all over.
go to Google Analytics and click the Sign into Google Analytics button.
Google Analytics offers hierarchies to organize your account. You can have up to 100 Google Analytics accounts under one Google account. You can have up to 50 website properties under one Google Analytics account. You can have up to 25 views under one website property.
Looking for a beginner’s crash course in game making software and process? Games can be an excellent teaching resource, and game development is easier than ever. Whether you’re looking to develop your own teaching resources or run a game-making program for users, this course will give you the information you need to choose the most appropriate software development tool, structure your project, and accomplish your goals. Plain language, appropriate for absolute beginners, and practical illustrative examples will be used. Participants will receive practical basic exercises they can complete in open source software, as well as guides to advanced educational resources and available tutorials.
This is a blended format web course:
The course will be delivered as 4 separate live webinar lectures, one per week on Wednesday November 21 and then repeating Wednesdays, November 28, December 5 and December 12 at Noon Central time. You do not have to attend the live lectures in order to participate. The webinars will be recorded and distributed through the web course platform for asynchronous participation. The web course space will also contain the exercises and discussions for the course.
Learning Outcomes
Participants will be able to name five different software tools available to assist them or their users in creating games and interactive web content, as well as identify the required knowledge and skills to effectively use each program.
Participants will be able to effectively structure the development process of a game from brainstorming to launch.
Participants will be able to identify and articulate areas in which games can increase educational effectiveness and provide practical, desirable skills.
Who Should Attend
Library staff looking to develop educational games or run game making programs for users (including tween or teen users).
Instructors
Ruby Warren
Ruby Warren believes in the power of play, and that learning is a lot more effective when it’s interactive. She is the User Experience Librarian at the University of Manitoba Libraries, where she recently completed a research leave focused on educational game prototype development, and has been playing games from around the time she developed object permanence.
<Cost
LITA Member: $135
ALA Member: $195
Non-member: $260
Moodle and Webinar login info will be sent to registrants the week prior to the start date.
This year’s UDL Symposium was an opportunity to come together as a community to explore the promise of Universal Design for Learning for empowering learners. By engaging in sessions designed to encourage critical conversations, problem-solving, and hands-on exploration, participants considered empowerment through a UDL lens. Participants left with a deeper understanding of the important role empowerment plays in learning and with concrete examples of ways to leverage UDL for these critical aims.We hope our participants left with the confidence and the motivation to apply their learning to their practice—and with a new network of colleagues to encourage and support their efforts.
The FBI has released a public service announcement warning educators and parents that edtech can create cybersecurity risks for students.
In April 2017, security researchers found a flaw in Schoolzilla’s data configuration settings. And in May 2017, a hacker reportedly stole 77 million user accounts from Edmodo.
Amelia Vance, the director of the Education Privacy Project at the Future of Privacy Forum, writes in an email to EdSurge that the FBI likely wanted to make sure that as the new school year starts, parents and schools are aware of potential security risks. And while she thinks it’s “great” that the FBI is bringing more attention to this issue, she wishes the public service announcement had also addressed another crucial challenge.
“Schools across the country lack funding to provide and maintain adequate security,” she writes. “Now that the FBI has focused attention on these concerns, policymakers must step up and fund impactful security programs.”
According to Vance, a better approach might involve encouraging parents to have conversations with their children’s’ school about how it keeps student data safe.
Encyclopedia of Criminal Activities and the Deep Web
Countries all over the world are seeing significant increases in criminal activity through the use of technological tools. Such crimes as identity theft, cyberattacks, drug trafficking, and human trafficking are conducted through the deep and dark web, while social media is utilized by murderers, sex offenders, and pedophiles to elicit information and contact their victims. As criminals continue to harness technology to their advantage, law enforcement and government officials are left to devise alternative strategies to learn more about all aspects of these modern criminal patterns and behavior, to preserve the safety of society, and to ensure that proper justice is served. Regrettably, the lack of adequate research findings on these modern criminal activities is limiting everyone’s abilities to devise effective strategies and programs to combat these modern technology-related criminal activities.
In an effort to compile the most current research on this topic, a new major reference work titled Encyclopedia of Criminal Activities and the Deep Web is currently being developed. This comprehensive Encyclopedia is projected to encompass expert insights about the nature of these criminal activities, how they are conducted, and societal and technological limitations. It will also explore new methods and processes for monitoring and regulating the use of these tools, such as social media, online forums, and online ads, as well as hidden areas of the internet including the deep and dark web. Additionally, this Encyclopedia seeks to offer strategies for predicting and preventing criminals from using technology as a means to track, stalk, and lure their victims.
You are cordially invited to share your research to be featured in this Encyclopedia by submitting a chapter proposal/abstract using the link on the formal call for papers page here. If your chapter proposal is accepted, guidelines for preparing your full chapter submission (which should be between 5,000-7,500 total words in length) can be accessed at: http://www.igi-global.com/publish/contributor-resources/ (under the “For Authors” heading – “Encyclopedia Chapter Organization and Formatting”).
Recommended topics for papers include, but are not limited to:
Bitcoin and Crime
Botnets and Crime
Child Exploitation
Contract Killing
Criminology
Cryptocurrency
Cyber Espionage
Cyber Stalking
Cybercrime
Cybercriminals
Cybersecurity Legislation
Cyberterrorism Fraud
Dark Web
Dark Web Vendors
Darknets
Data Privacy
Dating Websites and Crime
Deep Web
Drug Trafficking
E-Banking Fraud
Email Scams
Fraud and Internet
Gaming and Crime
Government Regulations of the Dark Web
Hacking and Crime
Hacktivism
Human Trafficking
Identity Theft
International Regulations of the Dark Web
Internet Privacy
Internet Regulations
Internet Safety & Crime
Online Advertisement Websites and Crime
Online Blackmail
Online Forums and Crime
Online Hate Crimes
Online Predators
Online Privacy
Social Media Deception
Social Networking Traps
Undercover Dark Web Busts
Undercover Operations
Vigilante Justice
Virtual Currencies & Crime
Whistleblowing
IMPORTANT DATES: Chapter Proposal Submission Deadline: October 15, 2018; Full Chapters Due: December 15, 2018
Note: There are no publication fees, however, contributors will be requested to provide a courtesy to their fellow colleagues by serving as a peer reviewer for this project for at least 2-3 articles. This will ensure the highest level of integrity and quality for the publication.
Should you have any questions regarding this publication, or this invitation, please do not hesitate to contact: EncyclopediaCADW@igi-global.com
Mehdi Khosrow-Pour, DBA Editor-in-Chief Encyclopedia of Criminal Activities and the Deep Web EncyclopediaCADW@igi-global.com
Book Creator LucidPress and Book Creator supports uploading many kinds of media and then adding that media to the pages of an ebook. This can be a great way to have students build digital portfolios of their best work.