Archive of ‘learning’ category

gamification and design

Gamification and the Progressive Challenge Design Pattern

https://www.linkedin.com/pulse/gamification-progressive-challenge-design-pattern-robert-bilyk

Director, Center for Online Learning at Metropolitan State University

Sebastian Deterding and his online portfolio at http://codingconduct.cc/

online instructors can use gamification to boost student interest in their content.

Educational games can ‘hook’ students through extrinsic motivators and gradually promote an appreciation of the content and a level of satisfaction from the pursuit of knowledge and the solution of problems.

 

games and learning

Four Inventive Games That Show Us the Future of Learning

http://ww2.kqed.org/mindshift/2015/11/26/four-inventive-games-that-show-us-the-future-of-learning

Earth Primer

Designed by Chaim Gingold, a Ph.D. student at UC Santa Cruz, indie developer and designer of Spore’s creature creator, “Earth Primer” is a reinvention of the textbook. Unlike the all-too-familiar “interactive textbooks” that are little more than pictures and animations tacked on to traditional text, “Earth Primer” starts from the ground up. It’s elegantly presented and paced.

Metamorphabet

Patrick Smith, the designer behind “Metamorphabet,” is like the games equivalent of a toymaker.

Extrasolar

Money and time are the two most common barriers to using games in the classroom. “Extrasolar” solves both while also striking pedagogical gold: authentic, self-motivated learning. It’s a free alternate reality game (ARG) that mimics the day-to-day life of a rover driver exploring an alien planet for a mysterious space agency. Rather than placing players in some fantastical world, they interact with what looks like a typical desktop interface, giving their rover commands, and waiting to receive photographs and data from the alien world as well as messages from their employer. Each bit of play requires only a few minutes of activity. The wait builds tension, and when matched with the relatively mundane interface and tasks, it doesn’t feel like a game — which is kind of the point. Best of all: It’s all based in real science and, like with any good ARG, has a healthy dose of mystery to give players a reason to return.

Twine is an open-source tool for telling interactive, nonlinear stories.

http://twinery.org//

You don’t need to write any code to create a simple story with Twine, but you can extend your stories with variables, conditional logic, images, CSS, and JavaScript when you’re ready.

Twine publishes directly to HTML, so you can post your work nearly anywhere. Anything you create with it is completely free to use any way you like, including for commercial purposes.

Twine was originally created by Chris Klimas in 2009 and is now maintained by a whole bunch of people at several differentrepositories.

https://www.graphite.org/ – reviews and ratings for educational materials

future trends in education

The NMC Horizon Report > 2016 Higher Education Edition Wiki

http://horizon.wiki.nmc.org/

 

mindfulness and education

Teach Mindfulness, Invite Happiness

http://www.edutopia.org/blog/teach-mindfulness-invite-happiness

Mindfulness is a way of paying attention to present-moment experience and doing so with kindness and curiosity. It is not cognitive but sensory, and so taps into and strengthens different but vitally important parts of the brain that have been neglected by traditional education. One crucial attribute of mindfulness is that it is practiced without judgment. Many of our students are so hard on themselves and their internal critic is so loud that just a few moments of being given permission to not judge can bring huge relief to body and mind. I have seen it bring students to tears.

There is now ample evidence that mindfulness practice enhances positive emotions (PDF).

4 Ways to Refuel Your Gratitude

http://www.edutopia.org/blog/4-ways-re-fuel-your-gratitude-rebecca-alber

Applying Mindfulness to Mundane Classroom Tasks

http://www.edutopia.org/blog/applying-mindfulness-mundane-classroom-tasks-abby-wills

educational technology and faculty development

Educational Technology and Faculty Development in Higher Education

http://net.educause.edu/ir/library/pdf/ers1507.pdf

 The Potential of Mobile Devices for Teaching and Learning

Despite the near ubiquity of student laptops and smartphones, in-class BYOD is still an emerging practice.

civil disobedience

Encrypted chat app Telegram reverses stance, bans 78 ISIS accounts

http://bgr.com/2015/11/19/encrypted-chat-telegram-isis/

Telegram is an encrypted chat service that lets users create anonymous channels that can be followed by hundreds of users.

In addition to Telegram, Twitter and YouTube have also removed ISIS-affiliated content, with hacker organization Anonymous having taken down more than 6,000 Twitter accounts following the Paris attacks.

Meanwhile, Telegram said it only takes steps against confirmed ISIS channels. “For example, if criticizing the government is illegal in a country, Telegram won’t be a part of such politically motivated censorship,” the company said. “While we do block terrorist (e.g. ISIS-related) bots and channels, we will not block anybody who peacefully expresses alternative opinions.”

More on this topic in this IMS blog:

https://blog.stcloudstate.edu/ims/2014/09/30/disruptive-technologies-from-swarming-to-mesh-networking/

EDAD 646 tech instruction

EDAD 646 tech instruction with Dr. Roger Worner

Based on the documents attached above, and the discussion and work already surrounding these documents, please consider the following flowchart:

study >>> systems theory >>> cybermetrics >>>

SWOT >>> strategic planning >>> task force >>> architect >>>

CM >>> public adviser >>> public polling >>> referendum

During the exercises surrounding the documents above, you have been introduced to various speakers / practitioners, who presented real-life cases regarding:

  1. business
  2. transportation  https://www.edulog.com/, http://www.tylertech.com/solutions-products/school-solutions/transportation, http://www.busboss.com/
  3. food service (http://www.foodservicedirector.com/research/big-picture/articles/impact-technology-foodservice)
  4. building grounds (http://files.eric.ed.gov/fulltext/ED499142.pdf)
  5. HR (http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dkeh%26AN%3d89941160%26site%3dehost-live%26scope%3dsite)
  6. others

– the first goal of this technology instruction is to figure out the current state of technology in K12 settings.
assignment:
* split in groups * using each group member’s information and experience about technology in general and technology in school settings, use the flow chart above and identify any known technology, which can improve the process of each step in the flow chart.
* reconvene and compare results among groups. Find similarities and discrepancies and agree on a pool of applicable technology tools and concepts, which can improve the process reflected in the flow chart.

Example how to meet the requirements for the first goal:  1. based on your technological proficiency, how can you aid your study using system thinking/systems approach? the work ahead of you is collaborative. What collaborative tools do you know, which can help the team work across time and space? Skype, Google Hangouts for audio/video/desktopsharing. Google Drive/Docs for working on policies and similar text-based documents.

Work on the following assignment:
Trends in technology cannot be taken separately from other issues and are closely intertwined with other “big” trends :

e.g., mobile workspaces (https://blog.stcloudstate.edu/ims/2015/12/03/mobile-workspaces-on-campus/ ) are part of the larger picture, namely active learning spaces (https://blog.stcloudstate.edu/ims/?s=learning+spaces&submit=Search), which involves, furniture, building construction, etc.

keeping in mind this interdependence / balance, please work in groups on the following questions. Using the available links above and the literature they lead to, as well as your own findings, please provide your best opinion to these questions:

  • when planning for a new building and determining learning spaces, what is the percentage of importance, which we place on technology, in relation to furniture, for example?
  • how much do teachers have a say in the planning of the building, considering that they had worked and prefer “their type” of learning space?
  • who decides what technology and how? how one rationalizes the equation technology = learning spaces = available finances?
  • how much outsourcing (consulting) on any of the components of the equation above one can afford / consider? How much weight the strategic planning puts on the consulting (outsourcing) versus the internal opinion (staff and administrators)?
  • how “far in the future” your strategic plan is willing / able to look at, in terms of technology – learning spaces?

How to stay current with the technology developments:

– the second goal of this technology instruction is to become acquainted with future technological trends and developments.
https://blog.stcloudstate.edu/ims/2015/11/25/future-trends-in-education/

 

The New Horizon Report 2015 K12 Edition:
http://k12.wiki.nmc.org/

https://www.graphite.org/ – reviews and ratings for educational materials

ideas:

Are Schools Wasting Moneys on Computers?

https://blog.stcloudstate.edu/ims/2015/12/04/computers-in-education/

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