Archive of ‘learning’ category

The Connections Between Computer Use and Learning Outcomes in Students

https://ww2.kqed.org/mindshift/2016/08/11/the-connections-between-computer-use-and-learning-outcomes-in-students/

Last fall, the Organization for Economic Co-operation and Development published its first-ever, and one of the largest-ever, international analyses of student access to computers and how that relates to student learning. (The OECD administers the PISA test, the world-famous international academic ranking.)

“Students who use computers very frequently at school do a lot worse in most learning outcomes, even after controlling for social background and student demographics.”

In April, the research firm SRI published a report at the behest of the Bill & Melinda Gates Foundation (which is a supporter of NPR Ed). It looked at college courses that are using so-called “adaptive learning” software as an enhancement to blended courses.

Finally, a study published in July looked at high-achieving eighth-graders across North Carolina who had the opportunity to take Algebra I online. The study found that they did much worse than students who took the course face-to-face — about a third of a letter grade worse, in fact.

Implementation is really important, yet it’s often ignored.

Imperfect data and inadequate evaluation make it hard to understand or improve the use of ed-tech.

Computers are enhancing access. There’s less evidence that they’re enhancing learning.

 

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more on the relationship between technology and learning in this IMS blog

https://blog.stcloudstate.edu/ims?s=technology+learning

digital portfolio

MindTap Offers Users Free Access to Digital Portfolio Tool

By Sri Ravipati 08/03/16

https://campustechnology.com/articles/2016/08/03/mindtap-offers-users-free-access-to-digital-portfolio-tool.aspx

MindTap, an online learning platform from Cengage Learning, will be able to build digital portfolios of their work for free and keep them for life.

mobile app version is available on the Apple Store and Google Play.

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more on e-portfolio in this IMS blog:

https://blog.stcloudstate.edu/ims?s=electronic+portfolio

Pokemon for students

Penn State Program Intros Teens to Software Behind Pokémon Go

By Dian Schaffhauser 08/04/16

https://campustechnology.com/articles/2016/08/04/summer-program-intros-teens-to-software-behind-pokemon-go.aspx

A summer-time enrichment experience for high schoolers at Penn State has taken on a heightened level of excitement with the use of the same development toolset behind the global phenom Pokémon Go.

Besides Unity, the platform used by Niantic to create Pokémon Go and other popular games, the course also introduces students to AutoDesk’s Maya, a program used for 3D animation, modeling, simulation and rendering.

problem-based learning, which brings the students together for team problem-solving.

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More on Pokemon Go in this IMS blog

Pokemon Go

IOLUG Fall 2016 Conference

IOLUG – Indiana Online Users Group

CALL FOR PROPOSALS
IOLUG Fall 2016 Conference – Let Our Powers Combine: Engage. Partner. Inspire

Friday, October 21, 2016

Indiana Wesleyan University North Campus
3777 Priority Way, Indianapolis, IN  46240

How can we join together to increase awareness of the value, impact and services provided by libraries and library professionals in the academic, public and online settings? The IOLUG Program Committee is inviting proposals around the theme of proving the value and worth of the library. Specifically, how are you demonstrating the value of your library? What emerging technologies are you using to display your contribution to your institution or community either online or in person? How can we work together to inspire a spirit of advocacy?

We encourage presentations that are practical, hands-on, and include take-awayable tools, techniques, and/or strategies that librarians can implement to improve their resources and services for students, patrons, faculty, etc. Consider the following topics:

  • Promoting open educational resources (OER) and affordable learning materials
  • Analytics and metrics
  • Supporting diversity
  • Improved service delivery and job performance
  • Digital media implementation
  • New library initiatives
  • Innovation and community engagement
  • Leadership

Please specify in your proposal whether users will be expected to bring their own devices, or if you will need the use of a computer lab.

Submit your proposal today!
Deadline is Friday, September 2
Get ideas from previous conferences at the IOLUG site.

ALA Games and Gaming Roundtable

The Games and Gaming Roundtable is now accepting conference presentation proposals on games and gaming in libraries for the American Library Association Midwinter Conference, January 20-24, 2017 in Atlanta, Georgia. Presenters will be required to provide either a twenty-minute presentation with Q & A or an hour-long hands on workshop.

Proposals are due September 9th, 2016.

Please include the names and email addresses of the presenters, and the title, a short description, and 200 word abstract of your proposal.

If you have any questions please don’t hesitate to contact me at thematthewmurray@gmail.com.

Please pass this message on to any people you feel may find it relevant.

Regards,

Matthew Murray

Chair, GameRT Program Planning Committee

Email: thematthewmurray@gmail.com

Twitter: @MidniteLibrary

MLIS 2015, School of Library, Archival & Information Studies (SLAIS), UBC

Webmaster, ASIS&T Digital Libraries Special Interest Group

Digital Services Chair, BCLA Readers’ Advisory Interest Group

Blogs and other projects: thematthewmurray.weebly.com

MN eSummit 2016

Minnesota eLearning Summit

July27 3:30PM, D-9 L3000 http://www.slideshare.net/aidemoreto/esummit2016
#MNsummit2016 #MUSM123

Faculty Migration from Text-Based to Media-Rich Content:
Crowdsourcing the Meaningful Application of LMS (D2L)
Quizzes
Marion Judish and Plamen Miltenoff,
Saint Cloud State University
In a music class MUSM 123, two faculty aim to expand the use of LMS
(D2L) quizzes from assessment to training tools, thus paving the
road for better learning among students. The traditional text-based
content for the quizzes is replaced with media (audio) files for fuller
content understanding by students. Based on the experience of both
faculty, which will be shared with the audience, a discussion and
brainstorming session is sought to generate ideas and involve the
audience’s experience in improving a transition from a prevalence of
text quizzes, in particular, and teaching materials, in general, to a
replacement by media-rich teaching content. Other interweaving
topics to accompany this brainstorming discussion include but
are not limited to: faculty collaboration during technology
implementation in teaching, LMS (

zaption is zapped

Zap! Zaption Sold to Workday

https://www.edsurge.com/news/2016-06-30-zap-zaption-sold-to-workday

K12 – Nearpod or EdPuzzle.

Higher Ed: HapYak or H5P

http://blog.zaption.com/post/146724427719/zaption-joins-workday

http://www.zaption.com/faq

Are there any other platforms like Zaption that you recommend?

For K12 users, we recommend you look at EDpuzzle or Nearpod. Both allow you to quickly create high-quality interactive content. For Higher Ed, we encourage you to look at HapYak or H5P – an open source interactive media platform. Finally, Vizia offers another simple but effective option for users of any kind.

Zaption is shutting down. Thankfully, educators have alternatives

For those looking to replace Zaption, Vizia is a viable alternative for creating interactive video content.

https://blog.vizia.co/2016/07/01/zaption-alternative-interactive-video-tool/

Vizia

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More on Zaption in this blog:

https://blog.stcloudstate.edu/ims?s=zaption

tech practices for K12 educators and administrators

Free Webinar for K–12 Educators and Administrators to Cover Best Tech Practices

https://thejournal.com/articles/2016/07/19/free-webinar-for-k12-educators-and-administrators-to-cover-best-tech-practices.aspx

Best Practices for Effective Curriculum Management (Vimeo)

PowerPoint Slides (PDF)

Attention: sponsored by itslearning (take information with a grain of salt)

The cloud-based learning platform itslearning will host a free tech webinar for K–12 educators and administrators at 1 p.m. EST (10 a.m. PST) Wednesday, July 27. The webinar, available on the itslearning website, will examine best practices in selecting and implementing learning technologies.

Implementation consultant Libby Lawrie will direct the webinar. She’s a former teacher and school administrator, and she frequently presents nationally on instructional technology and virtual education. She’s also a founding member of the International Association for K–12 Online Learning (iNACOL).

The webinar is designed to give education leaders the insight and tools they need to select the right tools for their tech situations. There are many products and choices out there, and Lawrie will provide strategies for choosing the best products and partners, as well as details about the discovery and implementation process. She will share insights and best practices from U.S. districts large and small.

While not mandatory, registration is recommended. Visit itslearning’s webinar site to sign up.

 

more on badges

Badging: Not Quite the Next Big Thing

While badging and digital credentialing are gaining acceptance in the business world and, to some extent, higher education, K-12 educators — and even students — are slower to see the value.

By Michael Hart 07/20/16

https://thejournal.com/articles/2016/07/20/badging-not-quite-the-next-big-thing.aspx

That’s when the MacArthur Foundation highlighted the winning projects of its Badges for Lifelong Learning competition at the Digital Media and Learning Conference in Chicago. The competition, co-sponsored by the Bill & Melinda Gates Foundation and the Mozilla Foundation, had attracted nearly 100 competitors a year earlier. The winners shared $2 million worth of development grants.

Evidence of Lifelong Learning

A digital badge or credential is a validation, via technology, that a person has earned an accomplishment, learned a skill or gained command of specific content. Typically, it is an interactive image posted on a web page and connected to a certain body of information that communicates the badge earner’s competency.

Credly is a company that offers off-the-shelf credentialing and badging for organizations, companies and educational institutions. One of its projects, BadgeStack, which has since been renamed BadgeOS, was a winner in the 2013 MacArthur competition. Virtually any individual or organization can use its platform to determine criteria for digital credentials and then award them, often taking advantage of an open-source tool like WordPress. The credential recipient can then use the BadgeOS platform to manage the use of the credential, choosing to display badges on social media profiles or uploading achievements to a digital resume, for instance.

Finkelstein and others see, with the persistently growing interest in competency-based education (CBE), that badging is a way to assess and document competency.

Colorado Education Initiative, (see webinar report in this IMS blog https://blog.stcloudstate.edu/ims/2016/06/20/colorados-digital-badging-initiative/)

There are obstacles, though, to universal acceptance of digital credentialing.
For one, not every community, company or organization sees a badge as something of value.

When a player earns points for his or her success in a game, those points have no value outside of the environment in which the game is played. For points, badges, credentials — however you want to define them — to be perceived as evidence of competency, they have to have portability and be viewed with value outside of their own environment.

 

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More on badges in this IMS blog:

https://blog.stcloudstate.edu/ims?s=badges

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