social media – call centers in Iowa, where agriculture is expected. not an awesome job. http://sched.co/D7pQ
Caleris as featured in New York Times.
Sarah Roberts talk about psychological effects of working at Caleris; it resembles the effect of air strikes on the drone pilots
Drupal based. Google Analytics like. Bookmarks. objects list can be shared through social media, email, etc. Pachyderm used to have timeline like Islandora. still images, audio, video
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.
Outline:
The Gamification of the educations process is not a new concept. The advent of educational technologies, however, makes the idea timely and pertinent. In short 60 min, we will introduce the concept of gamification of the educational process and discuss real-live examples.
Learning Outcomes:
at the end of the session, participants will have an idea about gaming and gamification in education and will be able to discriminate between those two powerful concepts in education
at the end of this session, participants will be able search and select VIdeo 360 movies for their class lessons
at the end of the session, participants will be able to understand the difference between VR, AR and MR.
if you are interested in setting up a makerspace and/or similar gaming space at your school, please contact me after this workshop for more information.
How would you define gamification of the educational process?
Gaming and Gamification in academic and library settings (paper) Short URL: http://scsu.mn/1F008Re
Gamification takes game elements (such as points, badges, leaderboards, competition, achievements) and applies them to a non-game setting. It has the potential to turn routine, mundane tasks into refreshing, motivating experiences (What is GBL (Game-Based Learning)?, n.d.).
Gamification is defined as the process of applying game mechanics and game thinking to the real world to solve problems and engage users (Phetteplace & Felker, 2014, p. 19; Becker, 2013, p. 199; Kapp, 2012). Gamification requires three sets of principles: 1. Empowered Learners, 2. Problem Solving, 3. Understanding (Gee, 2005).
Apply gamification tactics to existing learning task
split in groups and develop a plan to gamify existing learning task
from the web page above, choose a movie or click on this link: https://youtu.be/nOHM8gnin8Y (to watch a black hole in video 360) Open the link on your phone and insert the phone in Google Cardboard. Watch the video using Google Cardboard.
I heard back from Steam, with exactly the response I expected: Our service model (users reserve our own PC and VR headset, using our Steam software) needs to use their site license program. And even if it’s just on that one PC, we’d still have to run their site license server locally to manage it.
We did an inventory of what it would cost us to purchase a site license for our most popular games: Of our top 25 most played VR games, only 10 have site licenses available at all. Those 10 games would in total cost us slightly more than $3000 per year to license, which strikes me as ridiculous.
But Tara, thanks for pointing out Springboard VR! At a glance it looks really promising. I’m really glad to hear about another option.
-Chad
We ran into the same problem last year with Steam. However, we are now working with Springboard VR. Our head VR specialist says you can test run their interface on a machine for free and that they are putting together an academic package that should be available soon! https://springboardvr.com/
Tara
Amazing timing, Laura! I was just looking into the site license program this week. I wrote up what I’ve learned so far for someone else this morning, shared below. But to sum up, it’s not very promising either from a financial or practical view of the way we use Steam currently (one PC with Steam titles that we’ve purchased under our account, with an attached HTC Vive).
I originally thought this was just a different kind of license for each game, one which allows public use in a library, cafe, etc. But I got some clarification questions answered by Steam support – it’s actually designed for users to log into one of our computers using their own Steam account. They can then check out a game we’ve purchased a site license for, and play it under their account while they’re on our computer.
This also requires running some sort of server locally to handle the checkouts.
So I don’t think this is going to work for us. The pricing is also pretty wild. One of our most popular titles is Space Pirate Trainer – currently $10 paid one time to own individually, or $30/month/seat for a site license subscription. And I’ve seen at least one title that’s free for individual ownership, but somehow costs $20/month/seat for site license.
Much of their documentation is contradictory and out of date.
Even more annoying is that you can’t even see the site license prices until you sign up for a site license account and fill out some legal forms.
Last but not least, many titles, even free ones, do not have site licenses available at all.
I have one more request into Steam support asking how they prefer we purchase things as a library. I’ll let you know what I hear.
Oh, also – you can’t convert an existing Steam account or purchases. You need to create a new one and start from scratch.
-Chad
We’d also like to know if any other libraries had set up the Steam/Valve Site license, which we were just starting to look into ourselves: https://support.steampowered.com/kb_article.php?ref=3303-QWRC-3436 – which sounds like it solves many of these problems. Our general counsel has a few issues with the license terms but are willing to consider especially if I can find examples of other institutions utilizing it!
Associate Director Library Information Technology and Digital Strategies
Echoing what Peter said there are no good solutions right now. It would be great if Steam or HTC or Oculus offered site licenses or group accounts, but they don’t. We have 2 HTC Vives that share an account. This causes problems occasionally as it doesn’t like it if two headsets are using the same program. Going offline usually takes care of it. Our 4 Oculus Rifts also share an account but the Oculus store is less problematic than Steam since it only contacts the mother ship when doing an update. If you have the option prepaid cards and individual accounts would be the best way to go but our purchasing department said no.
Edward Iglesias
In our library’s VR Studio, we have a separate library-owned Steam account for each of 7 VR workstation computers. Some have Vives, some have Oculus Rifts at them. We purchase content for each account. We also allow patrons to download free games/tools to those computers.
If a patron owns Steam content that we don’t, they may log in to their personal account and download the game to our computer. So far, this hasn’t posed a problem, except that the added game will show up in that workstation account’s game list, but will not be playable to other patrons. I occasionally delete personal games that are causing confusion to other patrons. Not too many patrons have downloaded content yet so if it gets to be too troublesome we may disallow it in the future.
For the Oculus Rift stations, there is a Steam account as mentioned above, plus the Oculus library. For Oculus, I’ve been able to use one account for all of the workstations. We purchase content once and it’s usable on all the computers from the one account. This has worked fine so far except for playing multi-player online. The single account will not support multiple instances of online play for the same game.
None of these is a perfect solution but they are mostly working as this is a continuous work in progress. Feel free to get in touch off list if you’d like more specific info, etc.
Thanks,
Pete
Hi all,
I was curious if any of your libraries have Steam from Valve installed on your public workstations to drive PC gaming and an HTC Vive? Any tips on how to set that up? Obviously the licensing issue with purchased programs/games through Steam is a problem when you are providing access for a large user base. There are multiple free games/programs available.
How do you handle providing each user with HDD/SSD space on your machines for downloaded games/programs through Steam?
Thanks,
Alex
—
Elisandro Cabada
Engineering and Innovation Liaison Librarian
Computer Science, Electrical and Computer Engineering Librarian
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Cai, Y., Chiew, R., Nay, Z. T., Indhumathi, C., & Huang, L. (2017). Design and development of VR learning environments for children with ASD. Interactive Learning Environments, 25(8), 1098-1109. doi:10.1080/10494820.2017.1282877
Passig, D. (2011). The Impact of Immersive Virtual Reality on Educators’ Awareness of the Cognitive Experiences of Pupils with Dyslexia. Teachers College Record, 113(1), 181-204.
Ke, F., & Im, T. (2013). Virtual-Reality-Based Social Interaction Training for Children with High-Functioning Autism. Journal Of Educational Research, 106(6), 441-461. doi:10.1080/00220671.2013.832999
Collins, J., Hoermann, S., & Regenbrecht, H. (2016). Comparing a finger dexterity assessment in virtual, video-mediated, and unmediated reality. International Journal Of Child Health And Human Development, 9(3), 333-341.
Epure, P., Gheorghe, C., Nissen, T., Toader, L. O., Macovei, A. N., Nielsen, S. M., & … Brooks, E. P. (2016). Effect of the Oculus Rift head mounted display on postural stability. International Journal Of Child Health And Human Development, 9(3), 343-350.
Sánchez, J., & Espinoza, M. (2016). Usability and redesign of a university entrance test based on audio for learners who are blind. International Journal Of Child Health And Human Development, 9(3), 379-387.
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Minecraft for Higher Ed? Try it. Pros, Cons, Recommendations?
Description: Why Minecraft, the online video game? How can Minecraft improve learning for higher education? We’ll begin with a live demo in which all can participate (see “Minecraft for Free”). We’ll review “Examples, Not Rumors” of successful adaptations and USES of Minecraft for teaching/learning in higher education. Especially those submitted in advance And we’ll try to extract from these activities a few recommendations/questions/requests re Minecraft in higher education.
Callaghan, N. (2016). Investigating the role of Minecraft in educational learning environments. Educational Media International, 53(4), 244-260. doi:10.1080/09523987.2016.1254877
Noelene Callaghan dissects the evolution in Australian education from a global perspective. She rightfully draws attention (p. 245) to inevitable changes in the educational world, which still remain ignored: e.g., the demise of “traditional” LMS (Educase is calling for their replacement with digital learning environments https://blog.stcloudstate.edu/ims/2017/07/06/next-gen-digital-learning-environment/ and so does the corporate world of learning: https://blog.stcloudstate.edu/ims/2017/03/28/digital-learning/ ), the inevitability of BYOD (mainly by the “budget restrictions and sustainability challenges” (p. 245); by the assertion of cloud computing, and, last but not least, by the gamification of education.
p. 245 literature review. In my paper, I am offering more comprehensive literature review. While Callaghan focuses on the positive, my attempt is to list both pros and cons: http://scsu.mn/1F008Re
246 General use of massive multiplayer online role playing games (MMORPGs)
levels of interaction have grown dramatically and have led to the creation of general use of massive multiplayer online role playing games (MMORPGs)
247 In teaching and learning environments, affordances associated with edugames within a project-based learning (PBL) environment permit:
These affordances develop both social and cognitive abilities of students
Nebel, S., Schneider, S., Beege, M., Kolda, F., Mackiewicz, V., & Rey, G. (2017). You cannot do this alone! Increasing task interdependence in cooperative educational videogames to encourage collaboration. Educational Technology Research & Development, 65(4), 993-1014. doi:10.1007/s11423-017-9511-8
Abrams, S. S., & Rowsell, J. (2017). Emotionally Crafted Experiences: Layering Literacies in Minecraft. Reading Teacher, 70(4), 501-506.
Nebel, S., Schneider, S., & Daniel Rey, G. (2016). Mining Learning and Crafting Scientific Experiments: A Literature Review on the Use of Minecraft in Education and Research. Source: Journal of Educational Technology & Society, 19(192), 355–366. Retrieved from http://www.jstor.org/stable/jeductechsoci.19.2.355
Cipollone, M., Schifter, C. C., & Moffat, R. A. (2014). Minecraft as a Creative Tool: A Case Study. International Journal Of Game-Based Learning, 4(2), 1-14.
Niemeyer, D. J., & Gerber, H. R. (2015). Maker culture and Minecraft : implications for the future of learning. Educational Media International, 52(3), 216-226. doi:10.1080/09523987.2015.1075103
Nebel, S., Schneider, S., & Daniel Rey, G. (2016). Mining Learning and Crafting Scientific Experiments: A Literature Review on the Use of Minecraft in Education and Research. Journal of Educational Technology & Society, 19(192), 355–366. Retrieved from http://www.jstor.org/stable/jeductechsoci.19.2.355
Wilkinson, B., Williams, N., & Armstrong, P. (2013). Improving Student Understanding, Application and Synthesis of Computer Programming Concepts with Minecraft. In The European Conference on Technology in the Classroom 2013. Retrieved from http://iafor.info/archives/offprints/ectc2013-offprints/ECTC2013_0477.pdf
Uusi-Mäkelä, M., & Uusi-Mäkelä, M. (2014). Immersive Language Learning with Games: Finding Flow in MinecraftEdu. EdMedia: World Conference on Educational Media and Technology (Vol. 2014). Association for the Advancement of Computing in Education (AACE). Retrieved from https://www.learntechlib.org/noaccess/148409/
Birt, J., & Hovorka, D. (2014). Effect of mixed media visualization on learner perceptions and outcomes. In 25th Australasian Conference on Information Systems (pp. 1–10). Retrieved from http://epublications.bond.edu.au/fsd_papers/74
Al Washmi, R., Bana, J., Knight, I., Benson, E., Afolabi, O., Kerr, A., Hopkins, G. (2014). Design of a Math Learning Game Using a Minecraft Mod. https://doi.org/10.13140/2.1.4660.4809