I would love for the film to raise a discussion around dating app culture and online dating and sexual violence. I was really not aware of this, I would say, relationship between dating apps and rape culture before I started interviewing young women for the film.
below is the link and phone numbers for the September 21st webinar, “Student Device Preferences for Online Course Access and Multimedia Learning.”
Remember, you don’t have to register in advance. Simply join the presentation by clicking on the below link or dialing the relevant number. The webinar begins at 11am ET (UTC -5) on the 21st.
We’ll post a recording of the session here in Canvas after the fact.
Thank you.
Join from a PC, Mac, iPad, iPhone or Android device:
My note: Email is for old people (https://www.chronicle.com/article/E-Mail-is-for-Old-People/4169) compare with Trello + Slack
“The idea behind us using Slack [last fall] was to kill internal email,” says Green. That’s a common refrain in pro-Slack headlines, with good reason. Users can drop links and files into any Slack conversation.
documented here how educators use Trello to manage project-based learning activities that involve group work and peer review.
Slack has been described as “ a private Twitter on steroids.” At first glance, the tool looks like a chat room—but it’s got more going on inside.
Like Twitter, Slack features hashtags that denote specific “channels” dedicated to topics, but each channel operates like its own chat room. Users can send messages to a channel or directly to one another (one-to-one), and also create private groups for focused discussions (one-to-few).
connected Trello to Slack so that he receives a notification whenever his students make edits on a Trello card. He turns to Slack to communicate directly with students and groups, often leaving feedback on assignments. “It hasn’t been effective as a way to broadcast information to the entire class,” Green admits. “But it’s become a very important tool for us to share resources for kids, and have 1-on-1 conversations with students.”
Other educators are exploring how to use Slack as a professional learning network.
Simply put, a podcast is an audio file posted on a website that people can download and listen to. Businesses use them to establish themselves as experts in their field or to share information about their product or service.
Why are podcasts so popular for businesses?
1. Podcasts are readily available.
2. Your audience can listen to them anywhere.
3. You get to share your expertise.
What are the advantages of webinars?
Webinars are an increasingly popular way to build relationships with current and potential clients. They are multi-media meetings, seminars or classes held over the Internet and done in real time.
1. Webinars allow you to interact with your audience.
Paid Webinars allow you to monetize your expertise. Y
The Call to Action feature allows you to provide a customized call to action button during your webinar
Still wondering which is best for your business?
1. Do you want to cast a wide net to find new audiences?
If so, podcasts are a great way to do that. Your audience has easy access to you and they can listen anywhere to learn more about you and your expertise in your field.
2. Are you looking to go deeper and turn contacts into clients?
Then webinars are for you. They allow you to build relationships through thoughtful interaction.
Thirty students registered for Arizona State University Online’s general biology course are using ASU-supplied virtual reality (VR) headsets for a variety of required lab exercises
The VR equipment, which costs ASU $399 per student, allows learners to complete lab assignments in virtual space using goggles and a controller to maneuver around a simulated lab. Content for the online course was developed and assessed by ASU biology professors and was evaluated this summer. Students also can use their own VR headsets and access the content on their laptops, as 370 other students are doing.
A university official told Campus Technology the initiative will help online students have the experiences provided in brick-and-mortar labs as well as new ones that were impossible previously. The effort also will ease a problem on campus with limited lab space.
Similar labs are planned for the University of Texas at San Antonio and McMaster University in Canada, according to a blog post from Google, which partnered with the ed-tech company Labster to create the virtual labs. In addition, virtual labs also are available at eight community colleges in California, offering IT and cybersecurity skills instruction.
About half of colleges have space dedicated to VR, with adoption expected to increase as technology costs go down, according to a recent survey by nonprofit consortium Internet2. The survey found that 18% of institutions have “fully deployed” VR and are increasingly making it available to online students, while half are testing or have not yet deployed the technology.
Colleges are using VR for a variety of purposes, from classroom instruction to admissions recruiting to career training.
In addition, because the use of VR is growing in K–12 education, students will expect to use it in college.
According to San Jose State University researcher Ziming Lu, this is typical “screen-based reading behavior,” with more time spent browsing, scanning and skimming than in-depth reading. As reading experiences move online, experts have been exploring how reading from a screen may be changing our brains. Reading expert Maryanne Wolf, author of Proust and the Squid, has voiced concerns that digital reading will negatively affect the brain’s ability to read deeply for sophisticated understanding, something that Nicholas Carr also explored in his book, The Shallows. Teachers are trying to steer students toward digital reading strategies that practice deep reading, and nine out of ten parents say that having their children read paper books is important to them.
Cognitive scientist Daniel T. Willingham said that digital devices aren’t changing the way kids read in terms of actual cognitive processes—putting together letters to make words, and words to make sentences. In fact, Willingham is quick to point out that in terms of “raw words,” kids are reading more now than they were a decade ago (thanks mostly to text messaging). But he does believe, as he writes in his book, The Reading Mind: A Cognitive Approach to Understanding How the Mind Reads, that kids’ reading habits are changing. And it’s reasonable to guess that digital technology, in all its three-second-video and Snapchat glory, is changing those habits.
For many parents and teachers worried that spending so much time with video games and Snapchats will shred kids’ attention spans—the average 8-12-year-old spends about six hours a day in front of a screen, and teenagers spend more than nine — Willingham thinks they may be concerned about the wrong thing. He isn’t convinced that spending so many hours playing Super Smash Bros will shorten kids’ attention spans, making them unable to sustain the attention to read a book. He’s more concerned that Super Smash Bros has trained kids’ brains to crave experiences that are more like fast-paced video games.
instead to help kids distinguish between the easy pleasures of some digital media, and the more complex payoff that comes when reaching the end of the Harry Potter series. He recommends telling kids that you want them to experience both, part of a larger strategy to make reading a family value.
“It’s watermelon or chocolate for dessert.
According to Julie Coiro, a reading researcher at the University of Rhode Island, moving from digital to paper and back again is only a piece of the attention puzzle: the larger and more pressing issue is how reading online is taxing kids’ attention.
Each time a student reads online content, Coiro said, they are faced with almost limitless input and decisions, including images, video and multiple hyperlinks that lead to even more information.
Open Learning, Educational Media: An Interview with Theo Bastiaens, Newly Appointed Rector Magnificus of Open University and Chair of AACE Edmedia Conference
Since the Open University was founded in 1984, more than 250,000 students have enrolled in courses. The Open University offers courses of study at the bachelor’s and master’s degree levels in cultural studies, education science, law, management, psychology, science and technology. Five of its master’s degree programs were top-ranked in 2017
Learning Tasks — concrete, authentic, whole task experiences that are provided to learners in order to promote schema construction for non-recurrent aspects and, to a certain degree, rule automation by compilation for recurrent aspects. Instructional methods primarily aim at induction, that is, constructing schemata through mindful abstraction from the concrete experiences that are provided by the learning tasks. Design steps:
Design learning tasks
Sequence task practice
Set performance objectives
Supportive Information — information that is supportive to the learning and performance of non-recurrent aspects of learning tasks. It provides the bridge between learners’ prior knowledge and the learning tasks. Instructional methods primarily aim at elaboration, that is, embellishing schemata by establishing nonarbitrary relationships between new elements and what learners already know. Design steps:
Design supportive information
Analyze cognitive strategies
Analyze mental models
JIT Information — information that is prerequisite to the learning and performance of recurrent aspects of learning tasks. Instructional methods primarily aim at compilation through restricted encoding, that is, embedding procedural information in rules. JIT information is not only relevant to learning tasks but also to Part-time practice. Design steps:
Design procedural information
Analyze cognitive rules
Analyze prerequisite knowledge
Part-task Practice — practice items that are provided to learners in order to promote rule automation for selected recurrent aspects of the whole complex skill. Instructional methods primarily aim at rule automation, including compilation and subsequent strengthening to reach a very high level of automatically. Design step:
Playing video-game shooters, we now know, is not a major contributor to youth violence. Granted, kids’ enthusiasm for Fortnite can be a little much, but we are old enough to remember Garbage Pail kids and have played Pokémon.
Fortnite is, in many respects, a classic “third place”—a place that is neither home nor school, but where kids can socialize and play beyond the watchful eyes of parents or teachers. These are places where kids learn to negotiate conflict, become independent, and explore what kind of person they want to be. They are important experiences that we too often design out of our kids’ lives through structured activities and all of the shuffling back and forth we do in today’s busy world.
we’ve seen that one of the best things educators can do is bystander training.