Archive of ‘Digital literacy’ category

SOE workshop gamification

School of Education workshop on gaming and gamification

shortlink: http://bit.ly/soegaming

Join us for a LIVE broadcast:

Live broadcast on Adobe Connect:
https://webmeeting.minnstate.edu/scsuteched
Live broadcast on Facebook:
https://www.facebook.com/events/1803394496351600

 

Outline:
The Gamification of the educations process is not a new concept. The advent of educational technologies, however, makes the idea timely and pertinent. In short 60 min, we will introduce the concept of gamification of the educational process and discuss real-live examples.

Learning Outcomes:

  • at the end of the session, participants will have an idea about gaming and gamification in education and will be able to discriminate between those two powerful concepts in education
  • at the end of this session, participants will be able search and select VIdeo 360 movies for their class lessons
  • at the end of the session, participants will be able to understand the difference between VR, AR and MR.

if you are interested in setting up a makerspace and/or similar gaming space at your school, please contact me after this workshop for more information.

  1. Gaming in education
    Minecraft.edu
    https://blog.stcloudstate.edu/ims/2017/10/26/pedagogically-sound-minecraft-examples/
    Simcity.com

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Here some online games suitable for educators:
http://www.onlinecolleges.net/50-great-sites-for-serious-educational-games/

https://www.learn4good.com/games/for-high-school-students.htm

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Let’s learn more about gaming and education with Kahoot (please click on Kahoot):

https://play.kahoot.it/#/k/78e64d54-3607-48fa-a0d3-42ff557e29b1

Let’s take a quiz together:

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  1. Gamification in education
    1. How would you define gamification of the educational process?
    2. Gaming and Gamification in academic and library settings (paper)
      Short URL: http://scsu.mn/1F008Re
      Gamification takes game elements (such as points, badges, leaderboards, competition, achievements) and applies them to a non-game setting. It has the potential to turn routine, mundane tasks into refreshing, motivating experiences (What is GBL (Game-Based Learning)?, n.d.).
      Gamification is defined as the process of applying game mechanics and game thinking to the real world to solve problems and engage users (Phetteplace & Felker, 2014, p. 19; Becker, 2013, p. 199; Kapp, 2012). Gamification requires three sets of principles: 1. Empowered Learners, 2. Problem Solving, 3. Understanding (Gee, 2005).
    3. Apply gamification tactics to existing learning task
      split in groups and develop a plan to gamify existing learning task
    4. gamification with and without technology
      https://www.thespruce.com/board-games-for-college-kids-3570593

+++ hands-on ++++++++++++++++ hands-on ++++++++++++++++ hands-on ++++++

  1. Video 360 in the classroom (proposed book chapter)
    1. the importance of Video 360
      p. 46 Virtual Reality
      https://blog.stcloudstate.edu/ims/2017/08/30/nmc-horizon-report-2017-k12/
      p. 47 Google is bringing VR to UK kids
      http://www.wired.co.uk/article/google-digital-skills-vr-pledge
      Video 360 movies for education:
      http://virtualrealityforeducation.com/google-cardboard-vr-videos/science-vr-apps/
      Watch this movie on the big screen:

      from the web page above, choose a movie or click on this lin
      k:
      https://youtu.be/nOHM8gnin8Y (to watch a black hole in video 360)
      Open the link on your phone and insert the phone in Google Cardboard. Watch the video using Google Cardboard. 
    2. Discuss the difference between in your experience watching the movie on the big screen and using Google Cardboard. What are the advantages of using goggles, such as Google Cardboard?
      Enter your findings here:
      https://docs.google.com/document/d/1Nz42T6CaYsx8qVl9ee_IC25EyqS0A8aZcQdX2F6RMjg/edit?usp=sharing

Let’s learn more about gaming and education with Kahoot (please click on Kahoot):

https://play.kahoot.it/#/k/6c9e7368-f830-4a9c-8f5a-df1899e96665

  1. VR, AR, MR and Video 360.
    1. discuss your ideas to apply VR/AR/MR and Video 360 in real life and your profession
      https://docs.google.com/document/d/1Cq6zDXJ9xkN7h81RpiLkdflbAuX8y_my2VrbO3mZ5mM/edit?usp=sharing
  2. Creating your own games:
    https://blog.stcloudstate.edu/ims/2018/02/19/unity/

++++++ RESOURCES ++++++++++ RESOURCES ++++++++++ RESOURCES +++++++

https://blog.stcloudstate.edu/ims?s=games

https://blog.stcloudstate.edu/ims?s=gamification

https://blog.stcloudstate.edu/ims?s=virtual+reality

https://blog.stcloudstate.edu/ims?s=video+360

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For further information about Information Media:

IM Facebook Group https://www.facebook.com/groups/326983293392/
IM Facebook Page http://www.facebook.com/Informationmedia
IM Blog blog.stcloudstate.edu/im
IM LinkedIn https://www.linkedin.com/in/information-media-department-31360b28/
Twitter https://twitter.com/IM_SCSU
Youtube https://www.youtube.com/channel/UCIluhVNJLJYEJ7983VmhF8w

digital badging

Learning, Engaging, Enhancing with Digital Badging

Friday, September 29, 2017https://er.educause.edu/blogs/2017/9/learning-engaging-enhancing-with-digital-badging

The Integrated Advising and Planning for Student Success or ‘iPASS’ grant has been funded by the Bill & Melinda Gates Foundation; it supports the transformation of advising and student services in higher ed through the redesign of structures, processes, and technologies. To date, this work is ongoing in 26 grantee institutions across the country.

created and delivered our Series on Excellence in Advising through iPASS as a semi self-paced online course to ensure the broadest access possible to all grantees.

 

Analytics Data Integration and Governance

Supporting Analytics through Data Integration and Governance

https://www.educause.edu/focus-areas-and-initiatives/enterprise-and-infrastructure/enterprise-it-program/supporting-analytics-through-data-integration-and-governance

Support analytics initiatives with data integration and governance. The changing landscape of enterprise IT is characterized by an expanding set of services, systems, and sourcing strategies. Data governance, cross-enterprise partnerships, and data integration are key ingredients in supporting higher education’s growing need for reliable information.

Enterprise IT Case Studies

In this set of EDUCAUSE Review case studies, see how Drake University, the University of Tennessee, and the University of Montana improved their analytics initiatives through data integrations and governance.

 

 

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

https://blog.stcloudstate.edu/ims?s=data+governance

immersive learning

VR and AR: Learners as Creators and World Builders of Our Immersive Future

Friday, December 15, 2017https://er.educause.edu/blogs/2017/12/vr-and-ar-learners-as-creators-and-world-builders-of-our-immersive-future

By creating engaging 360° tours, students are not only learning these new tools for themselves but are also helping local organizations see the possibility of VR for marketing and public relations.

some key takeaways from the projects that we have seen:

  • Let the students lead: In all of these projects, students are taking the initiative. The institutions are providing the technology, the space, organizational vision, and in some cases, academic credit. At NYU Tandon, students organized the entire conference, doing publicity, registration, catering, and scheduling (see figure 4). They brought in a diverse group of speakers from academic, tech, and startup backgrounds. The event included TED-style spotlights, talks, workshops, and demos.
  • Don’t compromise on space: Brown University’s Granoff Center for the Creative Arts is designed to encourage cross-discipline collaboration. The Tandon event used the main auditorium and the flagship NYU MakerSpace. Space influences behavior and is crucial in driving collaboration and active participation. In addition, to produce VR and AR/MR experiences students need access to high-end technology and, in some cases, motion-capture studios and 360° cameras.
  • Create opportunities for social impact: Many of these programs are open to the local community or have been designed to have an impact outside higher education. At Emporia State, students are using VR and 360° video to help local businesses. The Gaspee Affair VR experience at Brown University will become a resource for teaching middle and high school students.
  • Showcase student work: So often in education, the work students do in a course is only seen by others in the same class. Like the example at Texas A&M, all of these experiences have a connection with their campus or larger community. VR and AR engender a level of excitement that gets students engaged with each other and encourage peer learning. It’s worth it to seek out opportunities to bring this work to community events.

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more on VR in education in this IMS blog

https://blog.stcloudstate.edu/ims?s=virtual+reality+education

WhatsApp privacy France

French privacy watchdog raps WhatsApp over Facebook data sharing

 France’s data privacy watchdog may fine messaging app WhatsApp if it does not comply with an order to bring its sharing of user data with parent company Facebook into line with French privacy law.
Separately, Germany’s cartel office said on Tuesday it had found Facebook had abused its dominant market position, in a ruling that questioned the company’s model of monetizing the personal data of its users through targeted advertising.
My note: it seems the EU is gearing toward in increase scrutiny of social media giants regarding users’ privacy:
https://blog.stcloudstate.edu/ims/2018/01/05/tinder-dating-privacy/ 

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

 

snapchat leading social media app

Snapchat is still the network of choice for U.S. teens — and Instagram is Facebook’s best shot at catching up

Good news, Snap investors. By

https://www.recode.net/2017/12/16/16783570/snapchat-instagram-teenagers-rbc-survey-favorite-app

  • Some 79 percent of U.S. 13- to 18-year-olds surveyed said they have a Snapchat account, more than any other type of social media. Of that age group, 73 percent have an Instagram account and just 57 percent say they are on Facebook.
  • Respondents had to choose only one social network they could keep if they were “trapped on a deserted island.” This time, 44 percent of teens picked Snapchat, ahead of Instagram (24 percent) and Facebook (14 percent). One year ago, for RBC’s same survey question, the percentage of teens who insisted on keeping Snapchat on a desert island led with 28 percent — suggesting the app is still growing in necessity/popularity among young people.

Snapchat features
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more on Snapchat for education in this IMS blog
https://blog.stcloudstate.edu/ims?s=snapchat

students and etext

Student Engagement with E-Texts: What the Data Tell Us

by Serdar Abaci, Joshua Quick and Anastasia Morrone Monday, October 9, 2017

https://er.educause.edu/articles/2017/10/student-engagement-with-etexts-what-the-data-tell-us

  • This case study of Indiana University’s e-text initiative reports on students’ actual use of and engagement with digital textbooks.
  • In a typical semester, students read more in the first four weeks and less in later weeks except during major assessment times; in a typical week, most reading occurs between 5:00 p.m. and 2:00 a.m. from Monday to Thursday, indicating that students use e-texts mainly as a self-study resource.
  • Highlighting was the markup feature most used by students, whereas use of the other interactive markup features (shared notes, questions, and answers) was minimal, perhaps because of students’ lack of awareness of these features.
  • Research found that higher engagement with e-texts (reading and highlighting) correlated with higher course grades.

Although cost savings is often cited as a key advantage of electronic textbooks (aka, e-textbooks or simply e-texts), e-texts also provide powerful markup and interaction tools. For these tools to improve student learning, however, their adoption is critically important.
Indiana U etext initiative

The Indiana University e-texts program, which began in 2009, has four primary goals:

  1. Drive down the cost of materials for students
  2. Provide high-quality materials of choice
  3. Enable new tools for teaching and learning
  4. Shape the terms of sustainable models that work for students, faculty, and authors

To date, student savings on textbooks amount to $21,673,338. However, we recognize that many students do not pay the full list price for paper textbooks when they purchase online, buy used copies, or recoup some of their costs when they resell their texts after the semester is over.
herefore, we divide the calculated savings by two and report that total as a more accurate representation of student savings. Consequently, we claim that students have saved about $11 million since IU’s e-texts program started in spring 2012.

In addition to printing through the e-text platform, students can purchase a print-on-demand (PoD) copy of an e-text for an additional fee.

One downside of e-texts is that students lease their textbook for a limited time instead of owning it. This lease generally lasts a semester or six months, and students lose their access afterwards. However, with IU’s e-text model, students get access to the textbook before the first day of class and maintain their access until they graduate from Indiana University. That is, students can go back to the e-texts after their course to review or reference the content in the book. This could be especially important if the e-text course is a prerequisite for another course.

 

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more on etext and ebooks in this IMS blog
https://blog.stcloudstate.edu/ims?s=ebook

ECAR Study of Undergraduate Students and Information Technology, 2017

ECAR Study of Undergraduate Students and Information Technology, 2017

  • Students would like their instructors to use more technology in their classes.Technologies that provide students with something (e.g., lecture capture, early-alert systems, LMS, search tools) are more desired than those that require students to give something (e.g., social media, use of their own devices, in-class polling tools). We speculate that sound pedagogy and technology use tied to specific learning outcomes and goals may improve the desirability of the latter.
  • Students reported that faculty are banning or discouraging the use of laptops, tablets, and (especially) smartphones more often than in previous years. Some students reported using their devices (especially their smartphones) for nonclass activities, which might explain the instructor policies they are experiencing. However, they also reported using their devices for productive classroom activities (e.g., taking notes, researching additional sources of information, and instructor-directed activities).

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more on ECAR studies in this IMS blog
https://blog.stcloudstate.edu/ims?s=ecar

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