IoT and Arduino
+++++++
More on IoT in this IMS blog
https://blog.stcloudstate.edu/ims?s=IoT
more on Arduino in this IMS blog
https://blog.stcloudstate.edu/ims?s=arduino
Digital Literacy for St. Cloud State University
+++++++
More on IoT in this IMS blog
https://blog.stcloudstate.edu/ims?s=IoT
more on Arduino in this IMS blog
https://blog.stcloudstate.edu/ims?s=arduino
There are 2 principles of design to support the outcome:
Imagine a leaderboard more like a performance dashboard where your overall performance is broken down your top competencies with your historical data points. You can see the trajectory of where you’re heading. Then, you can show the company average and top performers’ numbers on each competency. You can identify your strength and opportunities. Then, you can apply AI to give you guidance on how to change your trajectory based on top performers’ data points.
++++++++++++
More on leaderboards in this IMS blog
https://blog.stcloudstate.edu/ims?s=leaderboards
more on gamification in this IMS blog
https://blog.stcloudstate.edu/ims?s=gamification
http://elements.wlonk.com/ElementsTable.htm
The Periodic Table of Elements, in Pictures and Words
+++++++++++++
more on the periodic table in this iMS blog
https://blog.stcloudstate.edu/ims?s=periodic+table
Monday, June 11, 3PM
https://blog.stcloudstate.edu/ims?s=badges
https://blog.stcloudstate.edu/ims?s=microcredentialing
https://blog.stcloudstate.edu/ims/2016/06/20/colorados-digital-badging-initiative/
https://blog.stcloudstate.edu/ims/2016/04/11/digital-badges-in-education/
https://blog.stcloudstate.edu/ims/2016/09/14/badges-blueprint/
++++++++++++++++
From Gail Ruhland:
Guess what … I searched for Brenda Perea (in hopes of maybe getting some information on how they set up their system) … One of her current positions is with Credly … Do we still want to reach out to her?
https://www.linkedin.com/in/brendaperea/
https://www.linkedin.com/pulse/new-credential-field-guide-released-brenda-perea/
Johnathan Finkelstein: https://blog.stcloudstate.edu/ims?s=finkelstein
+++++++++++++++
Penn State Digital Badges: https://badgesapp.psu.edu/
http://www.personal.psu.edu/bxb11/blogs/brett_bixler_e-portfolio/2012/07/badges-at-penn-state.html
++++++++++++++++++
https://www.stonybrook.edu/commcms/spd/badges/index.php
October 29, 2015
Kaltura promo: https://learn.esc.edu/media/Ken+Lindblom%2C+Dean+of+the+School+of+Professional+Development%2C+Stony+Brook+University/1_wxhe9l4h
SUNY Micro-Credentialing Task Force Report and Recommendations: http://www.system.suny.edu/media/suny/content-assets/documents/faculty-senate/plenary/Microcredentialing-Report-Final-DRAFT—9-18-17.pdf
page 4, page 12-21
+++++++++++++++++++
+++++++++++++++++
https://www.universitybusiness.com/article/millennial-demand-drives-higher-ed-badging-expansion
Fields in which most badges have been issued:
94%: Institutions offering alternative credentials
1 in 5: Colleges and universities that issue badges
Nearly 2/3: Institutions that cited alternative credentials as an important strategy for the future.
-Source: “Demographic Shifts in Educational Demand and the Rise of Alternative Credentials,” University Professional and Continuing Education Association and Pearson, 2016
https://www.theguardian.com/games/2018/may/29/fortnite-rules-of-survival-tips-games
Your reflexes are shot and your hand-eye coordination is dodgy – so how do you keep up with the kids in the world’s biggest video game? Here are the 13 rules of survival
Fortnite is a “battle royale” game in which 100 players land on an island, run around collecting weapons, resources and items from abandoned houses, build forts for protection, and then attempt to blast each other right back into the starting menu. The last player standing wins.
If you’re thinking of dipping your toe in, here are 13 tips to get you started.
1. Stay on the battle bus until the end
2. Land on a roof when you eject from the battle bus
3. Prioritise weapons over resources in the opening seconds
4. Learn about weapon grading
5. Learn to make a basic fort
6. An assault rifle and a shotgun are your must-have weapons
7. If you want to practise shooting, go to Tilted Towers
8. Pack your perfect inventory
9. Use sound to your advantage
10. Stay away from open ground
11. Stay away from close encounters
12. Tweak the controls
13. Watch the experts
++++++++++++++++++++++++
more on fortnite n this IMS blog
https://blog.stcloudstate.edu/ims?s=fortnite
#qqml2018_Chania #QQML2018 conf@qqml.net
Where: Cultural Centre Of Chania
ΠΝΕΥΜΑΤΙΚΟ ΚΕΝΤΡΟ ΧΑΝΙΩΝ
https://goo.gl/maps/8KcyxTurBAL2
also live broadcast at https://www.facebook.com/InforMediaServices/videos/1542057332571425/
When: May 24, 12:30AM-2:30PM (local time; 4:40AM-6:30AM, Chicago Central)
Live broadcasts from some of the sessions:
Here is a link to Sebastian Bock’s presentation:
https://drive.google.com/file/d/1jSOyNXQuqgGTrhHIapq0uxAXQAvkC6Qb/view
Session 1:
http://qqml.org/wp-content/uploads/2017/09/SESSION-Miltenoff.pdf
Session Title: Measuring Learning Outcomes of New Library Initiatives Coordinator: Professor Plamen Miltenoff, Ph.D., MLIS, St. Cloud State University, USA Contact: pmiltenoff@stcloudstate.edu Scope & rationale: The advent of new technologies, such as virtual/augmented/mixed reality, and new pedagogical concepts, such as gaming and gamification, steers academic libraries in uncharted territories. There is not yet sufficiently compiled research and, respectively, proof to justify financial and workforce investment in such endeavors. On the other hand, dwindling resources for education presses administration to demand justification for new endeavors. As it has been established already, technology does not teach; teachers do; a growing body of literature questions the impact of educational technology on educational outcomes. This session seeks to bring together presentations and discussion, both qualitative and quantitative research, related to new pedagogical and technological endeavors in academic libraries as part of education on campus. By experimenting with new technologies such as Video 360 degrees and new pedagogical approaches such as gaming and gamification, does the library improve learning? By experimenting with new technologies and pedagogical approaches, does the library help campus faculty to adopt these methods and improve their teaching? How can results be measured, demonstrated?
http://qqml.org/wp-content/uploads/2017/09/7.5.2018-programme_final.pdf
https://www.academia.edu/Documents/in/Measurement_and_evaluation_in_education
https://www.npr.org/2018/05/05/608164530/the-fortnite-craze-might-be-here-to-stay
In April, a PLAYlive Nation lounge in Tracy, Calif., hosted its first Fortnite tournament and sold out. Hundreds of players bought tickets to play against one another and win prizes.
Joost van Dreunen, the CEO of Superdata Research, a video game analytics firm, says most shooter games are serious and simulate violence. Fortnite, he says, is more like a friendly game of tag.
His company estimates the game has made about $223 million across all platforms in March alone. In lifetime sales, it had made about $614 million. The game is free to play, but Epic Games, the company that owns Fortnite, makes money through microtransactions. Players can spend real money to make cosmetic changes to their characters in the game. They can buy things like skins, which are like costumes, for their characters or emotes, which are celebratory dance moves their characters can do after winning or killing another player in the game.
Ninja, the gamer name taken by 26-year-old Tyler Blevins, is now a legend in the Fortnite world. He is a master at the game and rocketed into popularity after playing in an online battle with rap artists Drake and Travis Scott on March 14. That battle has been watched more than 9 million times.
++++++++++++++++++++
https://www.edweek.org/ew/articles/2018/05/03/educators-battle-fortnite-for-students-attention.html
Many educators want to ban the game from their classrooms, but some are taking the opposite approach, attempting to weave students’ interest in Fortnite into class discussions and assignments.
Nick Fisher, a science teacher at Fort Zumwalt North High School in O’Fallon, Mo., said his students like to take screenshots of gameplay and send them to friends over Snapchat. Teenagers want to broadcast their victories, and because the game is on their phones, it’s easy to post updates to social media, making Fortnite “the perfect concoction of addiction,” said Fisher.
North High blocks all social media and gaming sites on its WiFi, said Fisher, but students tell him how they circumvent the restriction: They use virtual private networks, or VPNs, to establish independent internet connections. (Dozens of YouTube videos provide step-by-step tutorials for students looking to get around school WiFi controls.)
“Kids can’t multitask,” she said. “Even having a digital device within sight can cognitively distract the student enough that they can’t focus on the academics.”
Schools and teachers should be guiding parents when it comes to appropriate limits around screen time, said Kolb. Most parents will appreciate research-based recommendations, such as turning off all screens a set amount of time before bed, she said.
Games like Fortnite can even have social benefits, said John Velez, an assistant professor of journalism and electronic media at Texas Tech University. Velez, who studies the positive effects of video games, has found that playing violent games cooperatively with helpful teammates promotes pro-social behavior.
Chris Aviles, the coordinator of innovation, technology, and 21st century skills for the Fair Haven Public Schools in New Jersey, wrote “A Teacher’s Guide to Surviving Fortnite,” an exploration of ways the game can be used for instructional purposes. The guide, posted to his blog Teched Up Teacher, suggests how to integrate the game into writing prompts, math lessons on probability, and physics.
Aviles doesn’t advocate playing the game at school. There isn’t any educational value in letting students engage in virtual combat during a lesson, he said. Instead, teachers can build a lesson around one aspect of the game, such as having students calculate the best angle of approach as they jump from the “Battle Bus,” the floating bus that drops players onto the map at the beginning of each match.
++++++++++++++++++
+++++++++++++++++++
more on gaming in this IMS blog
https://blog.stcloudstate.edu/ims?s=gaming
+++++++++++++++
more on social media addiction in this IMS blog
https://blog.stcloudstate.edu/ims/2018/05/08/social-media-addiction/
Where | Университет Пловдив https://goo.gl/maps/bLBYXkp5S1S2 and online ( виртуално)
When | Кога: 3. май, 2018, 15 часа | May 3, 2018, 3PM local time (Bulgaria)
Who | Кой: преподаватели и суденти | faculty аnd students
How | Как: използвайте “обратна връзка” за споделяне на вашите идеи | use the following hashtag for backchanneling #BGtechEd
Facebook Live stream: |
Виртуална реалност в учебния процес – теория и практика- 1-1, 1/2 час продължителност
Virtual reality in teaching and learning – theory and hands-on
Уточняване на понятията относно различните видове реалност: виртуална реалност, video 360 ; разширена реалност; смесена реалност. VR/AR/MR in education.
Подход и усвояване на различните видове реалност в образованието. Връзка между трите вида реалност в образованието и конструктивизма като теория на преподаването. Връзка между трите вида реалност в образованието и игровия подход и игрофикацията на образованието. Оценяване на обучението базирано на различните видове реалности.
When a student is brilliant on the street corner but falling asleep in class, something is wrong with the schooling system
Ако учащ се е страхотен на ъгъла на улицата, но се проваля или заспива в клас, тогава нещо е грешно с учебната система
https://blog.stcloudstate.edu/ims/2018/04/17/education-teched-frenemies/
VR can be inexpensive and effective | Виртуална / разширена реалност може да бъде ефикасна и ефективна: https://blog.stcloudstate.edu/ims/2018/04/26/teaching-virtual-reality/
https://www.linkedin.com/groups/2811/2811-6391674579739303939
Definitions for VR/AR/MR | дефиниции на: виртуална реалност; разширена реалност; смесена реалност
https://blog.stcloudstate.edu/ims/2018/03/21/t4tl-games-and-vr-library/
2 min video from the entrance of your University is viewable through Google Cardboard and your laptops. Study the video and seek answers to the following questions:
****** https://youtu.be/VmOpsrVhEQE ********
– what are the advantages of Video 360 to all other known-to-you media formats?
кои са предимствата на Видео 360 в сравнение с всички други медийни формати, които познавате?
– what would you do better in terms the video footage?
какво бихте заснимали, което да подобри видео материала за преподавателски и учебни цели (например: както друго място бихте избрали)
– how is / can be this medium advantageous to implementing core learning / teaching techniques
как този медиен формат може да се използва за да се подобрят съществуващите условия за успешно преподаване и обучение
#3 from the following blog entry: https://blog.stcloudstate.edu/ims/2018/04/17/practical-about-vr-and-ar-in-schools/ (go beyond storytelling)
++++++++++++++
Additional Information | Дoпълнителна литература/информация
http://practicaledtech.com/2018/01/28/create-your-own-virtual-reality/
Google’s Cardboard Camera and Street View app are good tools for creating simple virtual reality imagery
+++++++++++++
more on VR in education in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+rality+education
By Nicole Krueger Leadership
https://www.iste.org/explore/articleDetail?articleid=2177
A virtual reality headset can take students on an immersive journey to another world. But no matter how cool it is, if that $3,000 piece of equipment enters a classroom and doesn’t provide any real instructional value, it can quickly become a very expensive paperweight.
Most schools don’t do edtech procurement really well yet. Sometimes we buy products that end up in closets because they don’t fit the instructional needs of students, and we end up not being good stewards of taxpayer dollars.
Located in the district’s central office, where hundreds of teachers and staff members stop by each week for professional development, the playground offers a creative space that encourages teachers to explore new tools that have been vetted and approved by the district’s tech department.
In the United States, K-12 schools spend more than $13 billion a year on edtech — often without any idea whether it will make a difference in learning outcomes.
++++++++++++++++
More on ISTE in this IMS blog
https://blog.stcloudstate.edu/ims?s=iste
more on digital literacy for ed leaders in this IMS blog
https://blog.stcloudstate.edu/ims?s=digital+literacy+EDAD