all about Millennials
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more on Millennials in this IMS blog
https://blog.stcloudstate.edu/ims?s=millennials
Digital Literacy for St. Cloud State University
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more on Millennials in this IMS blog
https://blog.stcloudstate.edu/ims?s=millennials
Available from: https://www.researchgate.net/publication/318191000_Critical_Factors_for_Implementing_Blended_Learning_in_Higher_Education [accessed Jul 6, 2017].
Definition of Blended learning
Blended learning is in one dimension broadly defined as “The convergence of online and face-to-face Education” as in the study by Watson (2008). At the same time it is important to also include the dimension of technology and media use as it has been depicted in the multimodal conceptual model in Figure 1 below. This conceptual model was proposed and presented in an article published by Picciano (2009). Critical Factors for Implementing Blended Learning in Higher Education.
Several studies that argue for the need to focus on pedagogy and learning objectives and not solely on technology (Hoffinan, 2006; Garrison & Vaughan, 2008; Al amm ary et al., 2014; McGee & Reis, 2012; Shand, Glassett Farrelly & Costa, 2016). Other findings in this study are that technology still is a critical issue (So & Brush, 2008; Fleming, Becker & Newton, 2017), not least in developing regions (AI Busaidi & Al-Shihi, 2012; Raphae1 & Mtebe, 2016), and also the more positive idea of technology as a supporting factor for innovative didactics and instructional design to satisfy the needs in heterogeneous student groups (Picciano, 2009). Critical Factors for Implementing Blended Learning in Higher Education.
Critical factors:
Blended learning perspectives
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more on blended learning in this IMS blog
https://blog.stcloudstate.edu/ims?s=blended+learning
How to spot a misleading graph
https://www.facebook.com/kalin.lozev/posts/10155563725321683
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slide 31 in
https://www.slideshare.net/albertlaporte/introduction-to-statistics-6941185
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more on how to create infographics in this IMS blog
https://www.facebook.com/TEDEducation/videos/1655113627835170/
a learning management system (LMS) is never the solution to every problem in education. Edtech is just one part of the whole learning ecosystem and student experience.
Therefore, the next generation digital learning environment (NGDLE), as envisioned by EDUCAUSE in 2015 … Looking at the NGDLE requirements from an LMS perspective, I view the NGDLE as being about five areas: interoperability; personalization; analytics, advising, and learning assessment; collaboration; accessibility and universal design.
Interoperability
Personalization
Analytics, Advising, and Learning Assessment
Collaboration
Accessibility and Universal Design
The core analogy used in the NGDLE paper is that each component of the learning environment is a Lego brick:
Any “next-gen” attempt to completely rework the pedagogical model and introduce a “mash-up of whatever” to fulfil this model would fall victim to the same criticisms levied at the LMS today: there is too little time and training to expect faculty to figure out the nuances of implementation on their own.
The Lego metaphor works only if we’re talking about “old school” Lego design — bricks of two, three, and four-post pieces that neatly fit together. Modern edtech is a lot more like the modern Lego. There are wheels and rocket launchers and belts and all kinds of amazing pieces that work well with each other, but only when they are configured properly. A user cannot simply stick together different pieces and assume they will work harmoniously in creating an environment through which each student can be successful.
As the NGDLE paper states: “Despite the high percentages of LMS adoption, relatively few instructors use its more advanced features — just 41% of faculty surveyed report using the LMS ‘to promote interaction outside the classroom.'”
But this is what the next generation LMS is good at: being a central nervous system — or learning hub — through which a variety of learning activities and tools are used. This is also where the LMS needs to go: bringing together and making sense of all the amazing innovations happening around it. This is much harder to do, perhaps even impossible, if all the pieces involved are just bricks without anything to orchestrate them or to weave them together into a meaningful, personal experience for achieving well-defined learning outcomes.
My note: something just refused to be accepted at SCSU
Technologists are often very focused on the technology, but the reality is that the more deeply and closely we understand the pedagogy and the people in the institutions — students, faculty, instructional support staff, administrators — the better suited we are to actually making the tech work for them.
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The challenge is that although 85 percent of faculty use a campus learning management system (LMS),1 a recent Blackboard report found that, out of 70,000 courses across 927 North American institutions, 53 percent of LMS usage was classified as supplemental(content-heavy, low interaction) and 24 percent as complementary (one-way communication via content/announcements/gradebook).2 Only 11 percent were characterized as social, 10 percent as evaluative (heavy use of assessment), and 2 percent as holistic (balanced use of all previous). Our FYE course required innovating beyond the supplemental course-level LMS to create a more holistic cohort-wide NGDLE in order to fully support the teaching, learning, and student success missions of the program.The key design goals for our NGDLE were to:
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more on LMS in this blog
https://blog.stcloudstate.edu/ims?s=LMS
more on learning outcomes in this IMS blog
https://blog.stcloudstate.edu/ims?s=learning+outcomes
The sound of dial-up internet haunts your nightmares and you remember when floppy disks were actually floppy. Was your first crush called Corey? Perhaps you were born between 1977 and 1983
https://www.theguardian.com/culture/2017/jun/27/are-you-a-xennial-take-the-quiz
The online magazine Good says xennials are “a micro-generation that serves as a bridge between the disaffection of gen X and the blithe optimism of millennials”.
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more on Millennials in this IMS blog
https://blog.stcloudstate.edu/ims?s=millennials
http://www.freetech4teachers.com/2016/11/a-clear-explanation-of-gamification.html
What is gamification? Common Craft’s latest video explains gamification in clear and concise terms.
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more on gamification in this IMS blog
https://blog.stcloudstate.edu/ims?s=gamification
My note:
I pushed this idea four years ago (e.g. https://youtu.be/4vw0iID0huE) for the SCSU library and it was shut down
http://www.davidleeking.com/rocking-the-small-screen-without-losing-your-mind
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More on videos in the library in this IMS blog
http://www.freetech4teachers.com/2017/06/4-virtual-reality-videos-about.html
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more on VR in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+reality
The top 10 workforce skills of 2020 include:
1. Sense making: The ability to determine the deeper meaning or significance of what is being expressed. The Drivers: Rise of smart machines and systems
2. Social intelligence: The ability to connect to others in a deep and direct way, to sense and stimulate reactions and desired interactions. The Drivers: Rise of smart machines and systems, globally connected world
3. Novel and adaptive thinking: Proficiency at thinking and coming up with solutions and responses beyond that which is rote or rule-based. The Drivers: Rise of smart machines and systems, globally connected world
4. Cross cultural competency: The ability to operate in different cultural settings. The Drivers: Superstructured organizations, globally connected world
5. Computational thinking: The ability to translate vast amounts of data into abstract concepts and to understand data based reasoning. The Drivers: New media ecology, computational world
6. New media literacy: The ability to critically assess and develop content that uses new media forms, and to leverage these media for persuasive communication. The Drivers: Extreme longevity, new media ecology, Superstructured organizations
7. Transdisciplinary: Literacy in and ability to understand concepts across multiple disciplines. The Drivers: Extreme longevity, computational world
8. Design mindset: The ability to represent and develop tasks and work processes for desired outcomes. The Drivers: Superstructured organizations, computational world
9. Cognitive load management: The ability to discriminate and filter information for importance, and to understand how to maximize cognitive functions. The Drivers: Superstructured organizations, computational world, new media ecology
10. Virtual collaboration: The ability to work productively, drive engagement, and demonstrate presence as a member of a virtual team. The Drivers: Superstructured organizations, globally connected world
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more on skills in this IMS blog
https://blog.stcloudstate.edu/ims?s=skills
https://www.ecampusnews.com/featured/featured-on-ecampus-news/market-future-online-learning/
Digital Learning Compass: Distance Education Enrollment Report 2017,” find that thirty percent of all students in higher education are now taking at least one online course. Those online learners are split almost evenly between students who are exclusively online (14 percent) and those who take some courses in person (16 percent). [Read the full story here “6 million students? Must-know facts about online enrollment.”]
e “6 million students? Must-know facts about online enrollment.”]
And according to LMS provider Docebo, the 2016 world-wide revenue for self-paced online learning products and services (in US$ millions) exceeded $23 million in North America, beating out Europe and even Asia by a large margin.
Going corporate: According to the latest market study by Technavio, the size of the global corporate online learning market is predicted to reach an approximate amount of USD 31 billion in revenue by the end of 2020.
An important component: Within online learning, the LMS market is expected to grow at an incredible rate—a CAGR of 24 percent by 2020.
The biggest growth: Within online learning, the cloud is also growing at a tremendous rate. IT spending is steadily shifting from traditional IT offerings to cloud services, and the aggregate amount of cloud is expected to go from $111 billion in 2016 to $216 billion in 2020.
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more on online learning in this IMS blog
https://blog.stcloudstate.edu/ims?s=online+learning