How Educating Students About Dishonesty Can Help Curb Cheating
http://ww2.kqed.org/mindshift/2016/05/16/how-educating-students-about-dishonesty-can-help-curb-cheating/
Cheating remains a stubborn problem at many schools. According to the Educational Testing Service and the Ad Council, who define cheating as “representing someone else’s work as your own,” cheating tends to start in junior high, peak in high school, and occur most often in math and science classes. Men and women cheat in equal measure, both sexes aided by the ubiquity of computers and the internet, and most cheaters aren’t caught. Both high- and low-achieving students find ways to misrepresent their work, explaining away their misconduct with familiar rationalizations: everybody does it, it’s a victimless crime, and getting the grade matters more.
while few cheat a lot—20 of the 40,000 involved in the experiments—many more—about 28,000—cheated a little bit. Most everyone has what he calls a “personal fudge factor” that allows for just a little dishonesty, provided that the conditions are right. For example, if people see others cheating without consequence, they’re more apt to do the same; social norms permit it. If cheating seems to benefit a “good cause,” even more feel comfortable deceiving.
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more on cheating and academic dishonesty in this IMS blog
https://blog.stcloudstate.edu/ims?s=cheating
Five Ethical Considerations For Using Virtual Reality with Children and Adolescents
https://ww2.kqed.org/mindshift/2016/08/17/five-ethical-considerations-for-using-virtual-reality-with-children-and-adolescents/
G+ link https://plus.google.com/+TessPajaron/posts/8YYgjoPrQvq
In an address to the VRX conference in San Francisco, noted game developer and tech wizard, Jesse Schell predicted that over 8 million VR gamer headsets will be sold in 2016. Facebook purchased Oculus Rift, presumably laying the groundwork for a future where friends and family will interact in rich virtual spaces. All the major players, including Microsoft, Sony, Samsung, Google and an HTC and Valve partnership are jostling for the consumer headset market.
Experimenting with VR in his classes as part of a project piloted by Seattle-based foundry10, a privately funded research organization that creates partnerships with educators to implement, research and explore the various intersections of emerging technologies and learning, including VR..
And the technology’s potential for good is vast. It has already been used to help with autism, improve personal financial management, treat PTSD and manage pain. More and more news outlets, including the New York Times, are adopting immersive journalism, where news stories can be experienced through VR.
As an educational tool, VR might prove transformative. Google Expeditions allows students to take over 100 virtual journeys from ancient Rome to the surface of Mars. It might also have a big impact on social emotional learning (SEL), as VR’s unique ability to produce empathy recently led Wired magazine to explore its potential as “the ultimate empathy machine”. Addressing a persistent anxiety, Suter used Samsung Gear’s Public Speaking Simulator to successfully prepare a few nervous students for class presentations, reporting they felt “much more calm” during the live delivery.
Ethical Considerations
In a recently published article, researchers Michael Madary and Thomas K. Metzinger from Johannes Gutenberg University in Germany review a series of ethical considerations when implementing VR. The illusion of embodiment may provide VR’s greatest value to education, but also lies at the heart of its ethical implementation. Madary and Metzinger believe that VR is not just an evolution from television and video game screens, but a revolution that will have an enormous social impact. In their paper, they claim that:
VR technology will eventually change not only our general image of humanity but also our understanding of deeply entrenched notions, such as “conscious experience,” “selfhood,” “authenticity,” or “realness.”
It’s important to remember that many current VR uses in schools, like Google Expeditions, are not interactive VR, but simply 360-degree video experiences. In these cases, students experience immersive 3D pictures or panoramas, but do not deeply interact with the content. The illusion of embodiment is a product of interactive content and motion tracking, where users can alter and affect their environment and engage with others who share their virtual space. Headsets like the Vive and Occulus Rift fall under this latter category, but it won’t be long before most, if not all, consumer oriented VR technology will be completely immersive and interactive.
1. Long-Term Effects and Prolonged Exposure
2. The Impact of Environment on Agency and Behavior
3. Aggravating Preexisting Psychological or Emotional Issues
4. (Un)Reality and Diminished Real World Interactions
5. Privacy and Data Gathering
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more on virtual reality in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+reality
HP’s VR gaming backpack is light, thin, and still a prototype; It feels pretty good!
By Adi Robertson
http://www.theverge.com/circuitbreaker/2016/8/19/12555550/hp-omen-x-virtual-reality-gaming-backpack-computer-hands-on
Alienware, Zotac, and MSI have all shown off self-contained backpacks that can be used with the HTC Vive, and companies like The Void have created their own “backtops” for location-based entertainment.
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more on virtual reality in this blog:
https://blog.stcloudstate.edu/ims?s=vr
This year we’d like to involve a wider segment of the teaching and learning community to help us design the survey. Please join us online for one of two 30-minute discussion sessions:
Sept 14 at 12pm ET OR Sept 15 at 2pm ET
To join, just go to https://educause.acms.com/eliweb on the date and time of the session and join as a guest. No registration or login needed.
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Key Issues in Teaching and Learning 2016
http://www.educause.edu/eli/initiatives/key-issues-in-teaching-and-learning
1. Academic Transformation
3. Assessment of Learning
4. Online and Blended Learning
5. Learning Analytics
6. Learning Space Design
8. Open Educational Resources & Content
9. Working with Emerging Technology
10. Next Gen Digital Learning Environments (NGDLE) & Services
11. Digital & Informational Literacies
12. Adaptive Learning
13. Mobile Learning
14. Evaluating Tech-Based Instructional Innovations
15. Evolution of the Profession
Education and School Leadership Symposium 2017(September 6th to 8 th, 2017 in Zug, Switzerland):
- Education and School Leadership Symposium 2017
1.1 Theme of the Plenary Program
The theme of the plenary program will be:
Building/Education 5.0? The Future of Learning, the Future of Schools
1.2 Themes of the Parallel Program
Thursday features a parallel program with four workshop sessions and four presentation sessions, grouped according to the following themes which will be further modified in the CfP in September:
– Participation and Democracy in Education
– Learning Strategies and Instruction
– Human Resource Management / Professionalization of Educational Actors
– Health
– Leadership Development
– Migration and Education
– School Turnaround
– Governance and Educational Policy
– Collaboration, Networked Systems and System Leadership
1.4 Pre-Conference: International Seminar
As a pre-conference, the «International Seminar» takes place September 5-6, 2017. It mainly addresses international guests and those who want to network internationally in a more intimate atmosphere. Emphasis is put on the exchange of knowledge and experiences across countries and the discussion of challenges.
Groups of school leaders who participate in professional development programs are particularly welcome. As last time, we already have a few groups who signed up for 2017.
Besides a presentation of the Swiss school system(s), participants will have the opportunity to visit local schools in the canton of Zug.
You can find more information at:
http://www.EducationSymposium.net/program/pre-conference/
Additional information at:
http://www.EduLead.net
http://www.Bildungsmanagement.net
http://www.EducationSysmposium.net
http://www.SchoolLeadershipSymposium.net
Follow us on Twitter: @HuberEduLead http://www.twitter.com/huberedulead
New Classrooms’ Interactive Math Expands to 10 States
By Richard Chang08/16/16
https://thejournal.com/articles/2016/08/16/new-classrooms-interactive-math-expands-to-10-states.aspx
New Classrooms, a nonprofit geared toward personalizing education in schools, is expanding its “Teach to One: Math” model to 13,000 students at 40 schools in 10 states and the District of Columbia
According to New Classrooms, Teach to One (TTO) modernizes the predominant, century-old model of one teacher to 25 or more students teaching from one textbook to a personalized learning experience for every student
To learn more about New Classrooms and its TTO model, visit the company’s website.
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more on technology and math teaching in this IMS blog
https://blog.stcloudstate.edu/ims?s=math