Archive of ‘learning’ category

VR health system

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Who says the hospital can't be fun? @starlightchildrensfoundation is helping transform hospital stays for children through the magic of virtual reality. Thanks to Mario and his parents for letting us document this wonderful moment. . . . . #virtualreality #starlight #deliveringhappiness #pediatrics #hospital #healthcare #phoenix #arizona

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more on VR and nursing in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+reality+nursing

microcredentials in education

https://www.edsurge.com/news/2019-07-12-microcredentials-could-be-a-game-changer-for-educators-but-hard-questions-remain

According to the authors of a newly published reportat least 10 state education agencies—Arkansas, Connecticut, Delaware, Florida, Louisiana, Rhode Island, South Carolina, Tennessee, Texas and Washington—have launched official microcredential pilots. And another five states—Illinois, Maryland, Montana, New York, and Wyoming—are experimenting with microcredentials in some way.

sponsored by the non-profit Digital Promise, the report argues that we’ve reached a kind of tipping point in the evolution of the “emerging micro-credentialing ecosystem,”

Reports from early adopters (among them, the NEA, the country’s largest teachers’ union) have been promising, and the potential market for such programs is potentially huge. According to Digital Promise, nearly three out of four U.S. teachers are currently engaged in some type of informal professional development or learning.

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more on microcredentials in this IMS blog:
https://blog.stcloudstate.edu/ims?s=microcredent

Immersive Scholarship and Technologies in Academic Libraries

We define immersive scholarship as any scholarly work developed through or implemented utilizing technologies including Virtual Reality, Augmented Reality, Mixed Reality, Visualization (i.e., large format displays and visualization walls, GIS, Tableau), and any related hardware, programs or software.

We are seeking survey participants who are employed in an academic library and who currently support immersive scholarship and technologies at their institution.

how your academic library has developed tools, implemented third party hardware/software, and in what barriers you have identified at your institution in supporting immersive scholarship.

Link to Online Survey

Bitmojis, Gifs, and Snaps

Bitmojis, Gifs, and Snaps in the Classroom? Oh My!

Tierney King JULY 29TH, 2019

https://www.facultyfocus.com/articles/effective-classroom-management/bitmojis-gifs-and-snaps-in-the-classroom/

Bitmoji, an avatar in which you create yourself, respond to student emails with Bitmojis super-fast if it’s built into the Chrome browser

Although Snapchat can be used to create Bitmojis, Price also suggested using Snapchat to create “Snap stories” for students. “These take longer, and this method focuses on the creation of content,” she says.

gamification online learning

Gunawan, F. (2018). GAMIFICATION ANALYSIS AND IMPLEMENTATION IN ONLINE LEARNING. ICIC Express Letters, 12(12), 1195–1204.
https://www.academia.edu/39858461/GAMIFICATION_ANALYSIS_AND_IMPLEMENTATION_IN_ONLINE_LEARNING?auto=download
Khan [14] has introduced the eight-dimensional elearning framework, a detailed self assessment instrument for institutions to evaluate the readiness and the opportunity of their e-learning classes to grow.
institutional, management, technological, pedagogical, ethical, interface design, resource support, and evaluation. Institutional refers to the administrative and academic part of the system. Management refers to the quality control, budget, and scheduling. Technological refers to the infrastructure, hardware, and software. Pedagogical refers to analysis, organization and learning strategies. Ethical refers to ethical, legal, and social and political influences. Interface design refers to the user interface, accessibility, and design content. Resource support refers to career services, journals, and online forums. Finally, the evaluation refers to the assessment of learners and educators.
gamification – definition
Modern gamification term was first introduced by
Nick Pelling in 2002 [15]. Gamification is a concept that implements the game components
into the non-game contents such as education, marketing, administration, or even software
engineering [16]. These components include points, badges, leaderboards, and quests.
Each of them serves the purpose to increase the level of user engagement in the learning
process.
three components of engagement: cognitive, behavioral, and emotional [19].
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more on gamification and online learning in this IMS blog
https://blog.stcloudstate.edu/ims?s=gamification+online+learning

VR Antarctica

Kate Pound, a professor with St. Cloud State U did research in Antarctica: kspound@stcloudstate.edu 

 

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Experience Sir Ed’s Antarctica…through virtual reality! Antarctic Heritage Trust is honoured to care for Sir Edmund Hillary’s Antarctic legacy. Over the 2016–2017 summer Antarctic Heritage Trust’s team on the Ice spent more than 5700 hours carefully restoring Hillary’s (TAE/IGY) Hut and conserving more than 500 artefacts. And now, as part of celebrating Sir Ed’s centenary, the Trust has partnered with Auckland University of Technology (AUT) to create a virtual reality experience based around the expedition base. The Trust is delighted to be giving people a glimpse into what life was like for Hillary and the men of his expedition on the ice. This fully immersive experience will be the closest thing possible to exploring the expedition’s base without actually going to the hut itself. The experience will be free and available at a range of locations across New Zealand as well as online. It is a ground-breaking project in terms of its scale and approach. Professor Barbara Bollard from AUT, who helped collect the data to build the virtual reality, says: “The experience is unique in that it allows you to experience special places without leaving a footprint. It opens up a long and rich history of Antarctic exploration to a wide audience who may never have the opportunity to visit in person.” Enjoy this brief teaser that showcases some of the graphic ‘look and feel’ of the experience, and look out for details to come on how you can experience Hillary’s Hut in virtual reality yourself. With thanks to project partner AUT, principal sponsor Ryman Healthcare Ltd, Antarctica New Zealand (logistics) and Staples VR (technical). #edmundhillary #antarctica #antarctic #antarcticadventure #expedition #conservation #antarcticlegacy #kiwilegend #scottbase #rossisland #explore #discover #southpole #virtualreality #virtualrealitytour #restoration #duluxpaint @staples_vr @antarctica.nz @duluxnz @autuni @rymancareers

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more on VR in this IMS blog
https://blog.stcloudstate.edu/ims?s=vr+virtual+reality

Library 2.0 Emerging Technologies

third Library 2.019 mini-conference: “Emerging Technology,” which will be held online (and for free) on Wednesday, October 30th, from 12:00 – 3:00 pm US-Pacific Daylight Time (click for your own time zone).

Tomorrow’s technologies are shaping our world today, revolutionizing the way we live and learn. Virtual Reality, Augmented Reality, Artificial Intelligence, Machine Learning, Blockchain, Internet of Things, Drones, Personalization, the Quantified Self. Libraries can and should be the epicenter of exploring, building and promoting these emerging techs, assuring the better futures and opportunities they offer are accessible to everyone. Learn what libraries are doing right now with these cutting-edge technologies, what they’re planning next and how you can implement these ideas in your own organization.

This is a free event, being held live online and also recorded.
REGISTER HERE

smartphones technology behavior

Ellis, D. A. (2019). Are smartphones really that bad? Improving the psychological measurement of technology related behaviors. Computers in Human Behavior, 97 
, 60-66
https://www.academia.edu/39660117/Are_smartphones_really_that_bad_Improving_the_psychological_measurement_of_technology-_related_behaviors?auto=download

Conclusions sur- rounding use have therefore been
largely negative and smartphones have repeatedly
been associated with depression (Elhai, Dvorak,
Levine, & Hall, 2017), anxiety (Richardson,
Hussain, & Griffiths, 2018), disrupted sleep
(Rosen, Carrier, Miller, Rokkum, & Ruiz, 2016),
cognitive
impairment (Clayton,
Leshner,&
Almond, 2015), and poor academic performance
(Lepp, Barkley, & Karpinski, 2015). This repeats a
pattern of research priorities, which previously
focused on the ne- gative impacts of many other
screen-based technologies, systematically moving
from television and video games, to the internet
and social media (Rosen et al., 2014).

There is also little
evidence to support the existence of the constructs
under investigation (e.g., technology ‘addiction’),
yet many papers and scales continue to use
language associated with a specific diagnosis (see
Panova & Carbonell, 2018 for a recent review).

When it comes to understanding the impact of
technology more generally, there is an intrinsic
lack of high-quality evidence (Ellis et al., 2018a).
Revised psychometric tests may hold some value
in the future, provided they are grounded in
relevant theory and validated accordingly.

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