Archive of ‘learning’ category
Sizing Up Wearable Tech and IoT in the Enterprise
https://fiberlinkcorp.webex.com/fiberlinkcorp/onstage/g.php?d=358842843&t=a
Kayla Bittner 358 842 843 Twitter:#smartoffice
Det Ansinn speaker
Android Wear (java)
Pebble (C)
Samsung Tizen (HTML5)
Apple Watch WatchKit (Swift, Objective-C support is buggy)
WatchKit is the least mature
limitations: no keyboard, no mouse, no touch screen, battery life, limited usable screen real estate, CPU performance
opportunities: hands-free, speech for text input, sensors (gyro, camera, accelerometer), gesture-based input, BLE (bluetoothSmart)
GOod wearable Design: Recognizes immediacy, leverages context of the wearer
challenging to develop good experiences for these devices.
802.11 will eat short battery life, in addition to bluetooth. Samsung Gear S will get notification even from afar, but usually smartwatch notification is paired only in immediate proximity of the bluetoothed device.
Addon –
industrial uses of wearable: tag and quickmessages, not occupying hands.
keyboard is with swipe gestures.
Frank Schloendorn, Fiberlink, speaker
build in security is limited. Jailbroken / rooted devices are at higher risk> Open to hacking, still in infancy. No real MDM (Mobile Device Management) type solutions available
Do you currently own smartwatch
no management solutions exist today. OS: Tizen, Android, PebbleOS, Apple Watch OS etc
Cameras and other sensors cant be managed, monitored (spy scenario)
Is wearable an independent device or an extension of a smartphone
Best practices:
manage the connected device, not the wearable
be aware of what data can “leak” to a wearable device
if necessary, take more extreme measures (block bluetooth, ban devices)
new security options for mobile devices linked to wearables. bypass lock screen with presence of wearable, content sensitive security.
bricksimple.com
MaaS360.com/trial
Gender, Identity, and Video Games
Thursday, February 19, 2015
Northrop — Best Buy Theater
Video game demos: 3-4:15pm
Discussion: 4:15-5:30pm
Join us for a discussion about the structural inequalities and prejudices present within the video games culture and industry from a variety of viewpoints. We will explore the ways underrepresented genders and races historically have been treated in technological sectors and how they are specifically manifested in video game culture. We will hear from scholars, students, and members of the broader community in the Twin Cities. Before the event, participate in a social exhibition of games made by students and local developers. Light refreshments will be provided.
http://ias.umn.edu/2015/02/19/games/
—
Amy Elizabeth Neeser
Research Services & Plant Sciences Librarian
Experts@Minnesota Communications Lead
University of Minnesota
85 Magrath Library
1984 Buford Ave | Saint Paul, MN 55108
(612) 624-7899
2015-nmc-horizon-report-HE-EN
Horizon Report > 2015 Higher Education Edition
Key Trends Accelerating Technology Adoption in Higher Education 6
Long-Term Trends: Driving Ed Tech adoption in higher education for five or more years
> Advancing Cultures of Change and Innovation 8
> Increasing Cross-Institution Collaboration 10
Mid-Term Trends: Driving Ed Tech adoption in higher education for three to five years
> Growing Focus on Measuring Learning 12
> Proliferation of Open Educational Resources 14
Short-Term Trends: Driving Ed Tech adoption in higher education for the next one to two years
> Increasing Use of Blended Learning 16
> Redesigning Learning Spaces 18
Significant Challenges Impeding Technology Adoption in Higher Education 20
Solvable Challenges: Those that we understand and know how to solve
> Blending Formal and Informal Learning 22
> Improving Digital Literacy 24
Difficult Challenges: Those we understand but for which solutions are elusive
> Personalizing Learning 26
> Teaching Complex Thinking 28
Wicked Challenges: Those that are complex to even define, much less address
> Competing Models of Education 30
> Rewarding Teaching 32
Important Developments in Educational Technology for Higher Education 34
http://www.researchandmarkets.com/publication/mq2u7gc/library_use_of_ebooks_2013_edition
The study also covers: use of eBooks for course reserves, eBook issues in interlibrary loan, and the emergence of dedicated endowments for eBook purchases. The study also covers the types of eBook models preferred by libraries of different types, and how librarians view likely developments in the eBook industry.
2015.02.13 ITS TechFeeSurvey2014 Presentation
Q14 What technology devices you currently own?
Q15 What technology devices do you plan to purchase in the next year?
Q17 How often do you use the following programs and services?
http://www.adelaide.edu.au/myuni/staff/resources/tutorials/content/Differences_between_Discussion_Boards__Blogs_and_Wikis.html
Differences
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Discussion Forums are TOPIC centred.
- discussions are organised into topics by ‘threads’
- anyone in the community can start a thread on a topic of their choosing
- all participants have an equal voice
- posts require someone to reply for a discussion to take place
- you can follow through a thread on a particular topic
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Blogs are AUTHOR centred.
- posts are made by the blog’s author only (may be a group)
- posts are usually opinion pieces and written in the authors voice
- readers can add comments to the author’s post
- organised in reverse chronological order so the most recent posts show on the entry page
- reflect the authors identity in the tone, look and feel and content
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Wikis are CONTENT/DOCUMENT centred.
- wikis are for group authoring
- editable website with a complete version history kept
- aim is to reach a consensus or compromise on the content of the page
- the focus is the content produced, not the individual authors
- usually neutral and objective
- discussion/comment is separated from the wiki content
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http://blogs.kqed.org/mindshift/2013/11/beyond-minecraft-games-that-inspire-building-and-exploration/
Garry’s Mod (GMod) is a sandbox game like Minecraft but instead of building and exploring, students use a fun physics engine that simulates things like gravity and mass. They also use a virtual toy box of assets from Valve Software’s popular games. The tool is a step up in complexity from the elegant simplicity of Minecraft, but with Garry’s Mod, students are exposed to physics concepts while having madcap fun.
Kerbal Space Program has a robust physics engine too, but it’s more focused than Garry’s Mod. Players purchase rocket parts, put them together, and then see if they can get a ship into orbit, to one of two moons, or even to another planet. These aren’t easy tasks, so play is focused on trial and error testing, and, like Minecraft, seeking help from the community is part of a successful strategy.
Sound Shapes is a visually stunning platform puzzle game set to a rich musical soundscape. Even better: students can create and share their own levels – like interactive sheet music — using sounds and objects unlocked by playing the platform game. It’s an accessible entry point into musical composition as well as game design, and provides an experience that builds on the creativity of Minecraft while offering something wholly unique for music lovers.
For creative kids who want to get their hands dirty, check out DIY, a site where students can find things to build, instructions for how to build them, and ways to share their creations with others. All projects are aligned to 50 skills that run the gamut from outdoors to indoors, and feature various challenges to complete and cool badges to earn and display.
Computer programming is a great next step for students who love to mod Minecraft or toy around with the redstone resource (which simulates basic logic and circuitry). One solid entry-level tool is Stencyl, a game creation program focused on codeless, cross-platform game making. By snapping blocks of code together, students can create games that can be published and played on a variety of platforms including mobile phones.
Codecademy is a web-based, self-paced site that teaches actual industry-standard languages like PHP, Javascript, Python, Ruby, HTML, and CSS. While students don’t create publishable games like they would in Stencyl, their learning is purpose-driven and contextualized, e.g. JavaScript for web development or Ruby for app development. And students do get to see their code’s output directly onscreen.
Minecraft has introduced a lot of youth to games as well as the critical thinking, problem solving, and creation skills necessary for self-motivated learning. The games and sites on this list have the potential to extend that learning, providing fresh outlets for self-expression in the digital world and beyond.
More on gaming in this blog:
https://blog.stcloudstate.edu/ims/?s=minecraft
https://blog.stcloudstate.edu/ims/?s=games
http://elearningindustry.com/using-badges-in-online-learning
greater autonomy for students, greater levels of feedback, and a variety of assignments.
More on badges in this blog:
https://blog.stcloudstate.edu/ims/?s=badges
In each of the classes for which I use badges I have 24 different badges that students can earn. Each one is a “micro-assignment” which asks students to apply some concept or set of concepts we are covering in the class. Students submit their responses and if they meet the badge criteria they earn the badge. When they earn a badge they receive the points for that in their grades and also receive a badge graphic uploaded to their own personal profile which only they can see. One feature I would like to incorporate is the ability to share these badges via their social networks but I am not sure about how this would work with regard to FERPA requirements. More research on my part is needed regarding this.
If the student does not earn the badge, they are provided with detailed feedback and allowed to resubmit to try and earn the badge. They can submit as many times as they want or need to in order to earn the badge. Students need to earn a minimum of 14 badges to earn a C in the course and 18 badges to earn an A.
Doctoral Cohorts and Research using Social Media
Explore social media sites to find out what is the most pertinent “talk” in your scientific community. What are the latest trends and discussions, topics of research and interests. Most prominent social media sites, such as
LinkedIn, https://www.linkedin.com/
Twitter, https://twitter.com/
Facebook, https://www.facebook.com/
Pinterest https://www.pinterest.com/
Instagram, http://instagram.com/
use hashtags.
LinkedIn has “professional groups.”
Identify your hashtag strategy similarly to your keyword strategy when searching peer-reviewed articles
E.g., if your interest is #principalship, you can seek channels and conversations by using it as a hashtag
Search and subscribe to LinkedIn “Interests/Groups” and lurk or actively participate in the conversations.
Consider start and maintenance of your own blog with your daily reflections on your research progress
E.g., LinkedIn can be very much used as a blog, although you can subscribe for a free one such as Edublog
p. 141. Chapter 8 “Using Social Media in Research.”
Bell, J. (1999). Doing your research project: A guide for first-time researchers in education and social science (3rd ed.). Buckingham [England] ; Philadelphia: Open University Press. (Available on Google and at SCSU Library through ILL)
Crowdsourcing, social networking. Consider the following questions:
- What are your goals?
- Who do you want to reach?
- Why do you want to reach them?
- Which digital tool or platform will be most effective in enabling you to reach your goals?
- If you already spend time each day using social media for personal reasons, how much time are you able to set aside each day to use social media for research?
- at what time of day will you engage in social media? (time differences, if you are communicating globally)
the value of social media: Community, Content, Conversations.
Davis III, C.H.F., Deil-Amen, R., Rios-Aguilar, C., & González Canché, M.S. Social media and higher education: A literature review and research directions. Report printed by the University of Arizona and Claremont Graduate University. Accessed January 27, 2015 http://works.bepress.com/hfdavis/2/
Wearable APP concepts
http://www.wired.com/2014/03/3-insights-wearable-design-smart-concept-epileptics/
https://gigaom.com/2014/01/16/whats-the-killer-app-for-wearables-think-context/
http://www.fastcodesign.com/1664771/wearable-technology-should-be-simpler-here-are-eight-ideas
Apple Watch App Concepts
https://blog.stcloudstate.edu/ims/?s=wearable
http://theultralinx.com/2013/06/22-beautiful-ios-app-concepts-dribbble.html
PR, N. (2014, August 5). Accenture and Philips announce proof of concept app to show how ALS patients could gain greater control of their lives through brain, voice and eye commands. PR Newswire US.
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ABI, R. (0002, April). In-vehicle Wearable Integration to Accelerate Convergence; Global Penetration in New Cars to Exceed 90% by 2019, Says ABI Research. Business Wire (English).
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P.B. (2003). Is THIS the industry’s next killer app?. Solid State Technology, 46(7), 26.
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