Archive of ‘mobile learning’ category

K12 cyber incidents

K–12 Cyber Incidents Have Been Increasing in 2017

The creator of a national K–12 Cyber Incident Map warns that schools should act now, not later, to bolster their security.

By Richard Chang 06/08/17

https://thejournal.com/articles/2017/06/08/k12-cyber-incidents-have-been-increasing-in-2017.aspx

Ed Tech Strategies' K–12 Cyber Incident Map. Courtesy of Doug Levin.

K–12 Cyber Incident Map , Doug Levin, president of Ed Tech Strategies

Levin has been tracking the publicly disclosed K–12 incidents on a color-coded map on his website, edtechstrategies.com. His sources include media reports, DataBreaches.net and the Privacy Rights Clearinghouse.

In a post published this week on the newly revamped Ferpa Sherpa education privacy site, Levin argues that not only have schools been “experiencing an increasing number of cyber incidents,” but “the range of cyber threats affecting schools appears to be diverse and shifting over time.”

K12 cyber incidents 2016 to present

concrete steps schools can take to improve their security, such as:

  • Use special software or hardware to protect data;
  • Create better password and authorization policies;
  • Use secondary authentication methods;
  • Train school staff, particularly about phishing and downloading of unfamiliar files; and
  • Hire more staff with IT security expertise.

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more on cyber security in this IMS blog
https://blog.stcloudstate.edu/ims?s=cybersecurity

VR chemistry

MEL Science Launches Virtual Reality Chemistry Lessons

By Richard Chang 06/15/17

https://thejournal.com/articles/2017/06/15/mel-science-launches-virtual-reality-chemistry-lessons.aspx

MEL Science, based in London, has launched a series of virtual reality (VR) chemistry lessons for K–12. The 3-year-old company this week released a MEL Chemistry VR app, featuring a virtual chemistry lab, for free on Google Daydream. This free version, which contains the first six chemistry lessons, is available at this MEL Science site.

MEL Science aims to release more than 150 lessons covering all the main topics included in K–12 schools’ chemistry curriculum. Later this year, MEL Science also aims to add support for other VR platforms, including Google Cardboard and Samsung Gear VR.

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more on VR in education in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+reality

GradeCraft

University of Michigan Commercializes Gameful Learning Tool

By Rhea Kelly 06/20/17

https://campustechnology.com/articles/2017/06/20/university-of-michigan-commercializes-gameful-learning-tool.aspx

GradeCraft, the software uses gaming elements such as competition, badges and unlocks to help students progress through their courses.

GradeCraft was co-developed in 2012 by Barry Fishman, professor at the University of Michigan’s Schools of Information and Education, and Caitlin Holman, doctoral candidate in the School of Information and lead software developer at Office of Academic Innovation‘s Digital Innovation Greenhouse. The project was recognized with a Campus Technology Innovators award in 2016.

The University of Arizona has become one of the first universities to purchase a site license for GradeCraft.

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more on gamification in education in this IMS blog
https://blog.stcloudstate.edu/ims?s=gamification

IoT

Survey: IoT Overtakes Mobile as Security Threat

By Rhea Kelly 06/05/17

https://campustechnology.com/articles/2017/06/05/survey-iot-overtakes-mobile-as-security-threat.aspx

a report from ISACA, a nonprofit association focused on knowledge and practices for information systems. The 2017 State of Cyber Security Study surveyed IT security leaders around the globe on security issues, the emerging threat landscape, workforce challenges and more.

  • 53 percent of survey respondents reported a year-over-year increase in cyber attacks;
  • 62 percent experienced ransomware in 2016, but only 53 percent have a formal process in place to address a ransomware attack;
  • 78 percent reported malicious attacks aimed at impairing an organization’s operations or user data;
  • Only 31 percent said they routinely test their security controls, while 13 percent never test them; and
  • 16 percent do not have an incident response plan.
  • 65 percent of organizations now employ a chief information security officers, up from 50 percent in 2016, yet still struggle to fill open cyber security positions;
  • 48 percent of respondents don’t feel comfortable with their staff’s ability to address complex cyber security issues;
  • More than half say cyber security professionals “lack an ability to understand the business”;
  • One in four organizations allot less than $1,000 per cyber security team member for training; and
  • About half of the organizations surveyed will see an increase in their cyber security budget, down from 61 percent in 2016.

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IoT to Represent More Than Half of Connected Device Landscape by 2021

By Sri Ravipati 06/09/17

https://campustechnology.com/articles/2017/06/09/iot-to-represent-more-than-half-of-connected-device-landscape-by-2021.aspx

20121 prediction for data in North America

analysis comes from Cisco’s recent Visual Networking Index for the 2016-2021 forecast period.

  • IP video traffic will increase from 73 percent of all internet consumer traffic in 2016 to 82 percent in 2021 (with live streaming accounting for 13 percent);
  • Virtual and augmented reality traffic is expected to increase 20-fold during the forecast period at a compound annual growth rate of 82 percent; and
  • Internet video surveillance traffic is anticipated to grow during the forecast period, comprising 3.4 percent of all internet traffic.

To learn more, view the full report.

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https://www.ecampusnews.com/campus-administration/internet-things-higher-ed/

By Danielle R. June 14th, 2017
 1. Labeling and Finding
 campus’ buildings were able to transmit interactive map data to a student finding their way around for the first time
2. Booking and Availability
3. Preparation
4. Intervention
As FitBit and other personal wearables become better at tracking various health markers, these markers can be put to use tracking individual patterns in the student body.
 The University of Southern California is currently researching the impact that analyzing IoT-gathered data can have on student performance, but the IoT can be used to prevent more than just academic difficulties.
the privacy concerns such use might raise; as universities implement systems that integrate wearables, they will encounter this hurdle and have to implement policies to address it.
5. Research
Laboratories are often required to be completely controlled spaces with considerations made for climate, light, and sometimes even biometric data inside the lab.

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https://blog.stcloudstate.edu/ims?s=internet+of+things
https://blog.stcloudstate.edu/ims?s=iot 

immersive reality education conference

Immerse Yourself in Learning

Realities360. The Enhanced Realities Conference

Augmented Reality

Augmented reality adds computer-generated content as a contextual overlay to the real world. This technology, often powered by devices we already carry, has enormous applications for training and development.

Virtual Reality

Virtual reality has existed for decades, but technology has finally emerged that makes it truly accessible. VR allows us to put learners in a truly immersive environment, creating entirely new opportunities for training and learning.

Expanded Realities

AR and VR are just the start of the alternate-reality conversation. There are additional technologies that we can use on their own or as part of a blend with AR and VR to increase the level of immersion in the experiences we create.

Sessions list: https://www.elearningguild.com/realities360/content/4900/2017-realities360-conference–home/?utm_campaign=r17early&utm_medium=social&utm_source=linkedin-el2#sessions-link

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more on VR, AR in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+reality

VR trends

6 VR Trends to Watch in Education

By Sri Ravipati  05/16/17

https://campustechnology.com/articles/2017/05/16/6-vr-trends-to-watch-in-education.aspx

VR devices are expected to increase 85 percent by 2020, with gaming and educational applications driving most of that growth.

Maya Georgieva, an ed tech strategist, author and speaker with more than 15 years of experience in higher education and global education. Georgieva is co-founder of Digital Bodies, a consulting group that provides news and analysis of VR, AR and wearables in education

Emory Craig,  currently the director of e-learning at the College of New Rochelle,

six areas with promising developments for educators.

1) More Affordable Headsets

the Oculus Rift or HTC Vive, which I really like, you’re talking close to $2,000 per setup. the 2017 SXSWedu conference,

Microsoft has been collaborating with its partners, such as HP, Acer, Dell and Lenovo, to develop VR headsets that will work with lower-end desktops. Later this year, the companies will debut headsets for $299, “which is much more affordable compared to HoloLens

many Kickstarter crowdfunding efforts are bound to make high-end headsets more accessible for teaching.

the NOLO project. The NOLO system is meant for mobile VR headsets and gives users that “6 degrees of freedom” (or 6 DoF) motion tracking that is currently only found in high-end headsets.

2) Hand Controllers That Will Bring Increased Interactivity

Google Daydream  Samsung has also implemented its own hand controller for Gear VR

Microsoft  new motion controllers at Microsoft Build

zSpace, with their stylus and AR glasses, continue to develop their immersive applications

3) Easy-to-Use Content Creation Platforms

Game engines like Unity and Unreal are often a starting point for creating simulations.

Labster, which creates virtual chemistry labs — will become important in specialized subjects

ThingLink, for example, recently introduced a school-specific editor for creating 360-degree and VR content. Lifeliqe, Aurasma and Adobe are also working on more interactive tools.

5) 360-Degree Cameras

6) Social VR Spaces

AltspaceVR h uses avatars and supports multiplayer sessions that allow for socialization and user interaction.

Facebook has been continuing to develop its own VR platform, Facebook Spaces, which is in beta and will be out later this year. LectureVR is a similar platform on the horizon.

 

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more on augmented reality in this IMS blog
https://blog.stcloudstate.edu/ims?s=augmented

blended online grants

Blended, Online Learning Innovation Grants Up for Grabs

By Dian Schaffhauser 04/18/17

https://thejournal.com/articles/2017/04/18/blended-online-learning-innovation-grants-up-for-grabs.aspx

Last year, the Foundation for Blended and Online Learning issued grants of up to $10,000 to seven recipients.

“overcome achievement gaps, drive engagement and personalize learning”

The funding, which goes the school, not the individual recipient, is expected to be used for technology, professional development, curriculum and related resources.

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

computing devices

Computing Devices to Remain Stagnant as Traditional PCs Slide Ever Downward

By David Nagel 04/06/17

https://campustechnology.com/articles/2017/04/06/computing-devices-to-remain-stagnant-as-traditional-pcs-slide-ever-downward.aspx

new report from market research firm Gartner, overall device shipments will remain flat in 2017, even as traditional PCs (including laptops) go into a decline that’s forecast to last at least through 2019. Excluding smart phones

 

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more on computing devices in this IMS blog
https://blog.stcloudstate.edu/ims?s=tablets

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