Archive of ‘Digital literacy’ category

K12 online competency based

a performance- or competency-based approach to education
little evidence that personalized learning improves student learning, in part because so many different approaches are used.

proficiency-based learning

Does the future of schooling look like Candy Land?

Advocates of competency-based education say they believe public opinion is also shifting their way. They point to a recent national poll showing that 74 percent of voters think the lack of personalized learning in schools is “a problem.”

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more on competency based ed in this iMS blog
https://blog.stcloudstate.edu/ims?s=competency+based

recordings at 2x

https://digest.bps.org.uk/2021/12/21/watching-a-lecture-twice-at-double-speed-can-benefit-learning-better-than-watching-it-once-at-normal-speed/

new paper in Applied Cognitive Psychology….

231 student participants to watch two YouTube videos (one on real estate appraisals and the other on the Roman Empire) at normal speed, 1.5x speed, 2x speed or 2.5x speed. They were told to watch the videos in full screen mode and not to pause them or take any notes. After each video, the students took comprehension tests, which were repeated a week later. The results were clear: the 1.5x and 2x groups did just as well on the tests as those who’d watched the videos at normal speed, both immediately afterwards and one week on. Only at 2.5x was learning impaired.

When the team surveyed a separate group of UCLA students, they found that a massive 85% usually watched pre-recorded lectures at faster than normal speed. However, 91% said they thought that normal speed or slightly faster (1.5x) would be better for learning than 2x or 2.5x. These new results certainly suggest that this isn’t right: double-time viewing was just as good as normal viewing.

While 2x viewing was fine for learning about the material in their studies — real estate appraisals and the Roman Empire — perhaps it might not work for more complex subject matter; again, only more research will tell.

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more on 2x in this IMS blog
https://blog.stcloudstate.edu/ims?s=2x

Tagg for Gen Z

Backed by former Facebook and Twitter execs, Tagg launches social branding app for Gen Z

A “social branding” app for creative teens and twenty-somethings, Tagg is announcing a $2 million seed round today from Twitter co-founder Biz Stone, Facebook’s former VP of International Growth Ed Baker, TripAdvisor founder Stephen Kaufer, Pillar VC and more.

Founded by recent alumni of Brown University and the neighboring Rhode Island School of Design, Tagg is still in private beta with thousands of users, and thousands more on a waitlist.

Gamification to Teach Information Literacy Skills

Laubersheimer, J., Ryan, D., & Champaign, J. (2016). InfoSkills2Go: Using Badges and Gamification to Teach Information Literacy Skills and Concepts to College-Bound High School Students. Journal of Library Administration, 56(8), 924.

https://www.academia.edu/21782837/InfoSkills2Go_Using_Badges_and_Gamification_to_Teach_Information_Literacy_Skills_and_Concepts_to_College_Bound_High_School_Students?email_work_card=title

From online trivia and virtual board games to complex first-person perspective video games and in-person scavenger hunts, libraries are creating games for a variety of purposes, including orientations and instruction (Broussard,2012; Mallon, 2013; Smith & Baker, 2011).

Although the line between gaming and gamification can be blurry, most scholars recognize differences. Games are interactive, involvechallenge, risk, and reward, and have rules and a goal (Pivec, Dziabenko, &Schinnerl, 2003; Becker, 2013). Gamification, on the other hand, utilizes spe-cific gaming elements, often interactivity and rewards, to make an ordinary task more engaging (Prince, 2013). The gamification layer is not the focus of an endeavor, but rather can add enjoyment and a sense of competition toa task. 

Battista (2014) argues that well-executed badges could represent an authentic assessment tool, because they often require the student to tangibly demonstrate a skill, competency, or learning outcome.

Use of the badges helped the team organize the Web site and provided a hierarchy to follow once the steps for earning each badge were created.Each badge consists of three to six tasks. A task can be a tutorial, a video, a game, or a short reading assignment on a given topic. An assessment is given for each task

The fourth and final platform the group considered was BadgeOS fromLearningTimes. BadgeOS requires a WordPress installation BadgeOS was designed to work with Credly (https://credly.com/) and Mozilla Open Badges (http://openbadges.org/) as standard features. 
LearnDash was the most useful plugin for the project beyond BadgeOS. Available for a reasonable fee, LearnDash adds tools and features that give WordPress the ability to be used as a complete learning management system(LMS). 
Available for free under the GNU Public License, BuddyPress(https://buddypress.org/) is another plugin that was capable of integrating with BadgeOS as an extension. The advantage of BuddyPress for the project group was the addition of social media components and functionality to the project Web site.
Go-daddy.com offered comprehensive technical support, easy application instal-lation, and competitively priced hosting packages. A 3-year hosting agree-ment was purchased that included domain registration, unlimited storageand unlimited bandwidth.

compare to

practical application of D2L Brightspace badges for a chemistry course at SCSU
https://blog.stcloudstate.edu/ims/2019/11/06/mastery-of-library-instruction-badge/

Library Instruction Chem 151

Hottest Edtech Topics for 2022 by ISTE

The Hottest Topics in Edtech for 2022

https://www.iste.org/explore/education-leadership/hottest-topics-edtech-2022

8. Augmented, mixed and virtual reality
7. Social-emotional learning
6. Equity and inclusion
5. Online tools and apps
4. Distance, online, blended learning
3. Computer science and computational thinking
2. Instructional design and delivery
1. Project-based learning

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5 Emerging Technology Trends Higher Ed Is Watching for in 2022

https://edtechmagazine.com/higher/article/2021/12/5-emerging-technology-trends-higher-ed-watching-2022

  1. Increased Adoption of Learning Analytics and Adaptive Learning
  2. Growth of Mobile Learning in Higher Ed
  3. Smarter Artificial Intelligence–Powered Tutors
  4. The Rise of Short-Form, Video-Based Learning
  5. Advanced VR and Immersive Learning Technologies

access to Meta’s internal research

More than 300 scientists have told Mark Zuckerberg they want access to Meta’s internal research on child and teen mental health because it doesn’t meet scientific standards

https://www.businessinsider.com/mark-zuckerberg-meta-open-letter-kids-mental-health-300-scientists-2021-12

The letter concludes by asking Meta to create an independent oversight trust that would monitor and study adolescent and child mental health.

Instagram CEO Adam Mosseri is due to testify before Congress about children’s safety on the platform Tuesday.

Forrester survey of 4,602 Americans aged 12 to 17, published last month, found that 63% of respondents used TikTok on a weekly basis compared with 57% for Instagram. It also found 72% of respondents used YouTube weekly. It did not mention Facebook.

College Students Privacy

Today’s College Students Care About Privacy — Despite Some of Their Online Actions

https://www.edsurge.com/news/2021-11-02-today-s-college-students-care-about-privacy-despite-some-of-their-online-actions

a new report from the nonprofit Future of Privacy Forum, which analyzed recent research about young adults from the U.S., China, Germany and Japan.

a study from Indiana University detailed the fears college students have about and the ways they adapt to the fact that they may be photographed at any moment by friends, classmates or even strangers.

Another worry described in the Future of Privacy Forum report is about a type of digital harassment known as “doxxing,”

Many students are loath to share biometric information with colleges and are wary about tools like facial recognition software.

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