Riddell, R. (2018, February 2). Ed shouldn’t invest heavily in VR yet, but experimentation is key. Retrieved February 2, 2018, from
https://www.educationdive.com/news/ed-shouldnt-invest-heavily-in-vr-yet-but-experimentation-is-key/516160/
Google,
for instance, has made virtual field trips to inaccessible locations easier for history and social studies classes with its Cardboard viewers used in conjunction with the Expeditions app. And
technologies like zSpace have expanded opportunities in STEM subjects with virtual interactive dissections, diagrams and experiments.
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more on VR in education in this IMS blog
Media technology—from mass media to social media and from video gaming to computer-mediated communication—plays an increasingly central role in people’s lives. Due to exponential increases in computing power, people now carry incredibly powerful computers—their smartphones—everywhere they go. This ever-greater access to media technology is generating an ever-greater conflict between media activities and the unmediated activities critical for psychological well-being—from our face-to-face conversations and family time to our down time and work lives. What are the costs and benefits of people’s modern media technology use for psychological well-being? Using a complementarity-interference (CI) framework, I review research to illuminate key psychological processes (i.e., mediators) and conditions (i.e., moderators) of the relationship between media technology and psychological well-being. Based on the existing evidence, I propose an initial theoretical CI model of the effects of media technology on psychological well-being. I use this CI model to outline important directions for future research, providing guidelines for an integrated, theoretically informed research on media technology.
Keywords: Media, Communication technology, Computer-mediated communication (CMC), Subjective well-being, Human-computer interaction (HCI)
Definition Media Technology
Media technology. In this chapter, we will explore psychological well-being in the context of modern media technology. In common parlance, we often think of the word ‘media’ as referring to mass media, such as news media (e.g., TV, radio), and more recently, to social media (e.g., Facebook, Twitter, Instagram). But media—the plural of medium—broadly refers to any technological tool that serves as a bridge or conduit to stimuli not otherwise available in the immediate physical environment. Thus, media technology refers to books and newspapers, radio and television, video and computer games—or to any device or method people use to transcend the constraints of their immediate physical environment: from yesterday’s dial-up telephone to the today’s smartphone, and from writing a hand-written letter to texting a friend (c.f., Okdie et al., 2014). Related terms also exist in the literature including information and communication technology, or ICT, as well as computer-mediated communication, or CMC. Most of the findings discussed here apply to—and in fact come from—the literature on ICT and CMC
While using the broad term, media technology, this chapter will focus primarily on the effects of media technology developed in the past century or so, including television, video games, and, most recently, mobile computers such as smartphones. In other words, we will be focusing on screen media technology. I will use the term mediated to refer to the stimuli afforded by the media technology, and the term unmediated to refer to behavior that does not involve the use of media (e.g., face-to-face interactions). Even though media technology itself is physical, I will use the term immediate physical environment to refer to the environment in which the media technology use occurs.
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more on contemplative computing in this IMS blog
https://blog.stcloudstate.edu/ims?s=contemplative+computing
4 K-12 Ed Tech Trends to Watch in 2018
Analytics, virtual reality, makerspaces and digital citizenship top the minds of education experts for the year.
1. Learning Analytics Tools Provide Real-Time Feedback
2. VR in the Classroom Grows More Feasible
3. STEM Will Continue to Rise
4. Digital Citizenship Remains a Priority
On Blockchain, Money and Empathy: EdSurge Talks Trends and 2018 Predictions
EdSurge’s CEO, Betsy Corcoran, argued that 2017 was a year when educators and schools were trying to take control of their technology choices “We have said from the time we started writing the newsletters that not every piece of technology will work for every student, or for every school or every classroom,” she said. “It’s all about asking the right questions to figure out if there is a piece of technology that will support learning goals. What we’re starting to really see across schools, districts and teachers, people really owning those questions. They’re saying, ‘What do I want to do with my classroom? With my kids? And what are the technologies that will support me?’”
Another discussion participant asked whether colleges and universities are starting to accept cryptocurrencies like Bitcoin, or experimenting with the blockchain technology that drives those systems. Johnson said most of the hype around unversities’ blockchain experiments has centered on storing and managing credentials.
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more on blockchain and education in this IMS blog
https://blog.stcloudstate.edu/ims?s=blockchain+education
TeacherGaming Raises $1.6M to Grow Subscription-Based Classroom Gaming Platform
Jan 30, 2018
https://www.edsurge.com/news/2018-01-30-teachergaming-raises-1-6m-to-grow-subscription-based-classroom-gaming-platform
TeacherGaming is a subscription-based suite of educational games for the classroom, ranging from $150 to $1150 per year depending on class size. The system includes lesson plans and an analytics platform for educators to track student activity and progress.
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More on gaming in this IMS blog
https://blog.stcloudstate.edu/ims?s=gaming
more on MInecraft in this IMS blog
https://blog.stcloudstate.edu/ims?s=minecraft
Patches – Create Your Own Virtual Reality Environments
http://www.freetech4teachers.com/2018/01/patches-create-your-own-virtual-reality.html
In addition toGoogle’s Cardboard Camera and Street View apps as tools for creating simple virtual reality imagery
Patches is a free online tool for creating virtual reality scenes. Patches offers animated characters, animals, buildings, and common objects that you can place inside a virtual reality scene. Just drag and drop objects and animations
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more on VR in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+reality
Digital Proctoring
I great exchange on ideas regarding digital proctoring in the Blended and Online Learning listserv:
https://www.proctortrack.com/
David Huckleberry
Coordinator of Digital Instruction – Physics & Astronomy
Purdue University
Office = PHYS 176
525 Northwestern Avenue
West Lafayette, IN 47907
dhuckleb@purdue.edu
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Proctorio
Scott Robison, Ph.D.
Associate Director, Digital Learning and Design
Portland State University
Portland, OR 97201
503-725-9118
@otterscotter
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At University of Wisconsin – Superior – we have stopped offering proctoring for students. Faculty, however, have come up with a way for online testing. They ask student to use Kaltura tto record their face and part of the test and then post the video in the dropbox.
Rebecca Graetz, EdD
Instructional Program Manager II
UW – Superior
rgraetz@uwsuper.edu
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ProctorU, an online proctoring service, with online courses that offered online exams and BioSig ID for courses that did not require exams.
Kelvin Bentley
Twitter: blacktimelord
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more on proctoring in this IMS blog
https://blog.stcloudstate.edu/ims?s=proctoring