Archive of ‘learning’ category
For Penn Medicine cancer patients, virtual reality is a game-changer and gateway into mindfulness
https://www-phillyvoice-com.cdn.ampproject.org/c/s/www.phillyvoice.com/penn-medicine-department-radiation-oncology-cancer-virtual-reality-mindfulness-05999-108/amp/
the department had implemented a relaxation VR program in its waiting room
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More on virtual reality and mindfulness in this blog
https://blog.stcloudstate.edu/ims?s=Virtual+reality+mindfulness
Designing Hybrid-Flexible (HyFlex) Courses to Support Multimodal Learning Environments
https://events.educause.edu/courses/2021/designing-hybrid-flexible-hyflex-courses-to-support-multimodal-learning-environments-3
badge earned for attending the course:
https://www.credly.com/badges/d115ce80-17a9-4238-8f7a-9e4cbc327114/linked_in
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Multimodal Learning Environments
https://ascilite.org/conferences/sydney10/procs/Sankey-full.pdf
Neuroscience research has also revealed that „significant increases in learning can be
accomplished through the informed use of visual and verbal multimodal learning‟ (Fadel, 2008, p. 12).
Multimodal learning environments allow instructional elements to be presented in more than one sensory mode (visual, aural, written). In turn, materials that are presented in a variety of presentation modes may lead learners to perceive that it is easier to learn and improve attention, thus leading to improved learning performance; in particular for lower–achieving students (Chen & Fu, 2003; Moreno & Mayer, 2007; Zywno 2003).
multimodal design, in which „information (is) presented in multiple modes such as visual and auditory‟ (Chen & Fu, 2003, p.350). The major benefit of which, as identified by Picciano (2009), is that it „allows students to experience learning in ways in which they are most comfortable, while challenging them to experience and learn in other ways as well‟ (p. 13). Consequently, students may become more self–directed, interacting with the various elements housed in these environments.
VARK learning styles inventory online to help determine their learning style (http://www.vark–learn.com/english/index.asp)
https://vark-learn.com/the-vark-questionnaire/
(see motivation theory: https://blog.stcloudstate.edu/ims/2021/10/14/motivation-theory/)
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more on hyflex in this blog
https://blog.stcloudstate.edu/ims?s=hyflex
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https://academicpartnerships.uta.edu/articles/healthcare/pros-cons-competencybased-learning.aspx
The Glossary of Education Reform, “Competency-based learning refers to systems of instruction, assessment, grading, and academic reporting that are based on students demonstrating that they have learned the knowledge and skills they are expected to learn as they progress though their education.”
The benefits, or drawbacks, of competency-based learning (CBL) — also known as competency-based education, mastery-based education, performance-based education, standards-based education and proficiency-based education — are up for debate. Regardless, there are an increasing number of these types of programs, particularly in for-profit colleges.
Competency-based education, in short, focuses on mastery of content, not on how long it takes to learn it.
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What’s the Difference Between Project- and Challenge-Based Learning, Anyway?
https://www.edsurge.com/news/2017-12-27-what-s-the-difference-between-project-and-challenge-based-learning-anyway
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Problem-Based Learning vs. Project-Based Learning
https://teachingcommons.unt.edu/teaching-essentials/engaged-learning/problem-based-learning-vs-project-based-learning
Problem-based learning is a category of experiential learning that involves students in the process of critical thinking to examine problems that lack a well-defined answer. In problem-based learning, students are given a problem with only preliminary information. They work towards solving the problems themselves, rather than reviewing how others have resolved the situation or problem as in a case study. They do not produce a product as in project-based learning, and students are not necessarily working in the community unless they are gathering data.
Problem-based learning fosters students’ metacognitive skills. They must be consciously aware of what they already know about an area of discovery as well as what they do not know.
Project-based learning is a category of experiential learning where students are presented with a complex problem or question that has multiple potential solutions and possibilities for exploration. However, after studying this problem or question in their teams, students are challenged to develop a plan and create a product or artifact that addresses the problem.
https://sparcopen.org/wp-content/uploads/2021/10/SPARC-FTC-Letter-in-Opposition-to-the-Clarivate-ProQuest-Merger.pdf
“effective monopoly” on library systems
“Clarivate may…portray the merger as increasing competition by creating a strong challenger to Elsevier…[but] these two emerging platform monopolies are likely to…drive out…weaker competitors, creating a duopoly between Clarivate & Elsevier.”
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More on academic library in this blog
https://blog.stcloudstate.edu/ims?s=Academic+library
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More on academic library in this blog
https://blog.stcloudstate.edu/ims?s=Academic+library
Nepean Hospital partners with Vantari VR for ICU training
https://www.healthcareitnews.com/news/anz/nepean-hospital-partners-vantari-vr-icu-training
“By integrating Vantari VR into our education programme, trainees will already have advanced knowledge of the procedure before requiring clinician input. In addition, we hope Vantari VR will help our trainees have a more homogenous approach, as well as give repeated exposure to lesser performed procedures,”
Aside from Nepean Hospital, Vantari’s technology is also being used for training critical care practitioners at three other tertiary hospitals across Australia
Featuring flight-simulator technology, the Vantari VR training platform provides medical training through a VR headset and a laptop. Its modules cover most medical procedures and deliver steps recommended by college guidelines. Vantari sees its technology being applied beyond the ICU to other critical care specialities, such as emergency medicine and anaesthetics.
The startup said it is in the process of securing A$2 million ($1.5 million) in funding as part of its capital raise, which will close in December. This comes as it received a $100,000 grant from American video game company Epic Games early this year.
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More on immersive and nursing in this blog
https://blog.stcloudstate.edu/ims?s=Immersive+and+nursing
The Pandemic Could Have Unlocked Remote Schooling. It Hasn’t
https://www.edweek.org/leadership/opinion-the-pandemic-could-have-unlocked-remote-schooling-it-hasnt/2021/10
Parents interested in remote learning may also discover their choices are all or nothing: Either they can pull their child out of their traditional school to enroll for the whole year in an online option or they can remain in a brick-and-mortar building and hope for the best.
Remote learning isn’t the only need. Pandemic pods and learning hubs have shown the power of small, individualized spaces where community organizations—whose staff often have the trust of students and families in their neighborhoods—to help students discover a sense of belonging and connect them to essential services like tutoring or mental-health support.
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More on the pandemic in this blog
https://blog.stcloudstate.edu/ims?s=covid
Critical Infrastructure Studies & Digital Humanities
Alan Liu, Urszula Pawlicka-Deger, and James Smithies, Editors
Deadline for 500-word abstracts: December 15, 2021
For more info:
https://dhdebates.gc.cuny.edu/page/cfp-critical-infrastructure-studies-digital-humanities
Part of the Debates in the Digital Humanities Series A book series from the University of Minnesota Press Matthew K. Gold and Lauren F. Klein, Series Editors
Defintion
Critical infrastructure studies has emerged as a framework for linking thought on the complex relations between society and its material structures across fields such as science and technology studies, design, ethnography, media infrastructure studies, feminist theory, critical race and ethnicity studies, postcolonial studies, environmental studies, animal studies, literary studies, the creative arts, and others (see the CIstudies.org Bibliography )
CIstudies Bibliography
Debates in the Digital Humanities 2019
https://dhdebates.gc.cuny.edu/projects/debates-in-the-digital-humanities-2019
teaching quantitative methods:
https://dhdebates.gc.cuny.edu/read/untitled-f2acf72c-a469-49d8-be35-67f9ac1e3a60/section/620caf9f-08a8-485e-a496-51400296ebcd#ch19
Problem 1: Programming Is Not an End in Itself
An informal consensus seems to have emerged that if students in the humanities are going to make use of quantitative methods, they should probably first learn to program. Introductions to this dimension of the field are organized around programming languages: The Programming Historian is built around an introduction to Python; Matthew Jockers’s Text Analysis with R is at its heart a tutorial in the R language; Taylor Arnold and Lauren Tilton’s Humanities Data in R begins with chapters on the language; Folgert Karsdorp’s Python Programming for the Humanities is a course in the language with examples from stylometry and information retrieval.[11] “On the basis of programming,” writes Moretti in “Literature, Measured,” a recent retrospective on the work of his Literary Lab, “much more becomes possible”
programming competence is not equivalent to competence in analytical methods. It might allow students to prepare data for some future analysis and to produce visual, tabular, numerical, or even interactive summaries; Humanities Data in R gives a fuller survey of the possibilities of exploratory data analysis than the other texts.[15] Yet students who have focused on programming will have to rely on their intuition when it comes to interpreting exploratory results. Intuition gives only a weak basis for arguing about whether apparent trends, groupings, or principles of variation are supported by the data.
From Humanities to Scholarship: Librarians, Labor, and the Digital
Bobby L. Smiley
https://dhdebates.gc.cuny.edu/read/untitled-f2acf72c-a469-49d8-be35-67f9ac1e3a60/section/bf082d0f-e26b-4293-a7f6-a1ffdc10ba39#ch35
First hired as a “digital humanities librarian,” I saw my title changed within less than a year to “digital scholarship librarian,” with a subject specialty later appended (American History). Some three-plus years later at a different institution, I now find myself a digital-less “religion and theology librarian.” At the same time, in this position, my experience and expertise in digital humanities (or “digital scholarship”) are assumed, and any associated duties are already baked into the job description itself.
Jonathan Senchyne has written about the need to reimagine library and information science graduate education and develop its capacity to recognize, accommodate, and help train future library-based digital humanists in both computational research methods and discipline-focused humanities content (368–76). However, less attention has been paid to tracking where these digital humanities and digital scholarship librarians come from, the consequences and opportunities that arise from sourcing librarians from multiple professional and educational stations, and the more ontological issues associated with the nature of their labor—that is, what is understood as work for the digital humanist in the library and what librarians could be doing.
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More on digital humanities in this blog
https://blog.stcloudstate.edu/ims?s=Digital+humanities
Artificial intelligence (AI) training costs, for example, are dropping 40-70% at an annual rate, a record-breaking deflationary force. AI is likely to transform every sector, industry, and company during the 5 to 10 years.
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More on artificial intelligence in this blog
https://blog.stcloudstate.edu/ims?s=artificial+intelligence+education
https://www.formative.com/
https://nearpod.com/