The British Journal of Educational Technology (Impact Factor 2.588) has an upcoming special section on Immersive Virtual Reality in Education. For details see:https://onlinelibrary.wiley.com/page/journal/14678535/homepage/bjet_special_issues.htm#1
Category: learning
VR health system
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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
According to the authors of a newly published report, at 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.
instruction mixedtape
Reflecting on @lib_collective and this great session by @samuel_putnam and @lisabouff #libcol18 #dtk12chat pic.twitter.com/aYi4uQEhUA
— LeadLocal (@goleadlocal) March 9, 2018
Bitmojis, Gifs, and Snaps
Bitmojis, Gifs, and Snaps in the Classroom? Oh My!
Tierney King JULY 29TH, 2019
A 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
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.
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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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
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.