Archive of ‘Library and information science’ category

cloud terminology

https://www.cloudwards.net/understanding-cloud-terminology-what-does-iaas-paas-and-saas-mean/

  • IaaS, Infrastructure-as-a-Service
  • PaaS, Platform-as-a-Service

Linux Server

Apache/nginx web server

MySQL database

WordPress

  • SaaS, Software-as-a-Service
  • UCaaS, Unified-Communications-as-a-Service
  • GaaS, Gaming-as-a-Service

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

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

 

screencapture tools comparison

http://www.freetech4teachers.com/2017/11/comparison-of-screencasting-tools.html

Flowers in Chania

Four Tools for Creating Screencasts on Chromebooks – A Comparison

http://www.freetech4teachers.com/2016/04/four-tools-for-creating-screencasts-on.html

CaptureCast, 

TechSmith’s Snagit

Screencastify

 

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more on Look in this IMS blog
https://blog.stcloudstate.edu/ims/2017/09/05/loom-screencast/
more on screencasting in this IMS blog
https://blog.stcloudstate.edu/ims?s=screen

International Conference on Learning Athens Greece

Twenty-fifth International Conference on Learning

2018 Special Focus: Education in a Time of Austerity and Social Turbulence  21–23 June 2018 University of Athens, Athens, Greece http://thelearner.com/2018-conference

Theme 8: Technologies in Learning

  • Technology and human values: learning through and about technology
  • Crossing the digital divide: access to learning in, and about, the digital world
  • New tools for learning: online digitally mediated learning
  • Virtual worlds, virtual classrooms: interactive, self-paced and autonomous learning
  • Ubiquitous learning: using the affordances of the new mediaDistance learning: reducing the distance

Theme 9: Literacies Learning

  • Defining new literacies
  • Languages of power: literacy’s role in social access
  • Instructional responses to individual differences in literacy learning
  • The visual and the verbal: Multiliteracies and multimodal communications
  • Literacy in learning: language in learning across the subject areas
  • The changing role of libraries in literacies learning
  • Languages education and second language learning
  • Multilingual learning for a multicultural world
  • The arts and design in multimodal learning
  • The computer, internet, and digital media: educational challenges and responses

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PROPOSAL: Paper presentation in a Themed Session

Title

Virtual Reality and Gamification in the Educational Process: The Experience from an Academic Library

short description

VR, AR and Mixed Reality, as well as gaming and gamification are proposed as sandbox opportunity to transition from a lecture-type instruction to constructivist-based methods.

long description

The NMC New Horizon Report 2017 predicts a rapid application of Video360 in K12. Millennials are leaving college, Gen Z students are our next patrons. Higher Education needs to meet its new students on “their playground.” A collaboration by a librarian and VR specialist is testing the opportunities to apply 360 degree movies and VR in academic library orientation. The team seeks to bank on the inheriting interest of young patrons toward these technologies and their inextricable part of a rapidly becoming traditional gaming environment. A “low-end,” inexpensive and more mobile Google Cardboard solution was preferred to HTC Vive, Microsoft HoloLens or comparable hi-end VR, AR and mixed reality products.

The team relies on the constructivist theory of assisting students in building their knowledge in their own pace and on their own terms, rather than being lectured and/or being guided by a librarian during a traditional library orientation tour. Using inexpensive Google Cardboard goggles, students can explore a realistic set up of the actual library and familiarize themselves with its services. Students were polled on the effectiveness of such approach as well as on their inclination to entertain more comprehensive version of library orientation. Based on the lessons from this experiment, the team intends to pursue also a standardized approach to introducing VR to other campus services, thus bringing down further the cost of VR projects on campus. The project is considered a sandbox for academic instruction across campus. The same concept can be applied for [e.g., Chemistry, Physics, Biology) lab tours; for classes, which anticipate preliminary orientation process.

Following the VR orientation, the traditional students’ library instruction, usually conducted in a room, is replaced by a dynamic gamified library instruction. Students are split in groups of three and conduct a “scavenger hunt”; students use a jQuery-generated Web site on their mobile devices to advance through “hoops” of standard information literacy test. E.g., they need to walk to the Reference Desk, collect specific information and log their findings in the Web site. The idea follows the strong interest in the educational world toward gaming and gamification of the educational process. This library orientation approach applies the three principles for gamification: empowers learners; teaches problem solving and increases understanding.
Similarly to the experience with VR for library orientation, this library instruction process is used as a sandbox and has been successfully replicated by other instructors in their classes.

Keywords

academic library

literacies learning

digitally mediated learning

 

PearDeck and similar

Comparing Classroom Response Systems: Kahoot, Pear Deck, and Quizizz

https://technologypursuit.edublogs.org/2015/03/21/comparing-classroom-response-systems-kahoot-pear-deck-and-quizizz/

compare Kahoot Pear Deck Quizizz

more info, including pricing:

https://lmc.lsr7.org/slms/wp-content/uploads/sites/5/2016/04/Pear-Deck.pdf
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more on PearDeck in this IMS blog
https://blog.stcloudstate.edu/ims/2015/08/27/presentation-tools-for-teaching/

digital humanities

7 Things You Should Know About Digital Humanities

Published:   Briefs, Case Studies, Papers, Reports  

https://library.educause.edu/resources/2017/11/7-things-you-should-know-about-digital-humanities

Lippincott, J., Spiro, L., Rugg, A., Sipher, J., & Well, C. (2017). Seven Things You Should Know About Digital Humanities (ELI 7 Things You Should Know). Retrieved from https://library.educause.edu/~/media/files/library/2017/11/eli7150.pdf

definition

The term “digital humanities” can refer to research and instruction that is about information technology or that uses IT. By applying technologies in new ways, the tools and methodologies of digital humanities open new avenues of inquiry and scholarly production. Digital humanities applies computational capabilities to humanistic questions, offering new pathways for scholars to conduct research and to create and publish scholarship. Digital humanities provides promising new channels for learners and will continue to influence the ways in which we think about and evolve technology toward better and more humanistic ends.

As defined by Johanna Drucker and colleagues at UCLA, the digital humanities is “work at the intersection of digital technology and humanities disciplines.” An EDUCAUSE/CNI working group framed the digital humanities as “the application and/or development of digital tools and resources to enable researchers to address questions and perform new types of analyses in the humanities disciplines,” and the NEH Office of Digital Humanities says digital humanities “explore how to harness new technology for thumanities research as well as those that study digital culture from a humanistic perspective.” Beyond blending the digital with the humanities, there is an intentionality about combining the two that defines it.

digital humanities can include

  • creating digital texts or data sets;
  • cleaning, organizing, and tagging those data sets;
  • applying computer-based methodologies to analyze them;
  • and making claims and creating visualizations that explain new findings from those analyses.

Scholars might reflect on

  • how the digital form of the data is organized,
  • how analysis is conducted/reproduced, and
  • how claims visualized in digital form may embody assumptions or biases.

Digital humanities can enrich pedagogy as well, such as when a student uses visualized data to study voter patterns or conducts data-driven analyses of works of literature.

Digital humanities usually involves work by teams in collaborative spaces or centers. Team members might include

  • researchers and faculty from multiple disciplines,
  • graduate students,
  • librarians,
  • instructional technologists,
  • data scientists and preservation experts,
  • technologists with expertise in critical computing and computing methods, and undergraduates

projects:

downsides

  • some disciplinary associations, including the Modern Language Association and the American Historical Association, have developed guidelines for evaluating digital proj- ects, many institutions have yet to define how work in digital humanities fits into considerations for tenure and promotion
  • Because large projects are often developed with external funding that is not readily replaced by institutional funds when the grant ends sustainability is a concern. Doing digital humanities well requires access to expertise in methodologies and tools such as GIS, mod- eling, programming, and data visualization that can be expensive for a single institution to obtain
  • Resistance to learning new tech- nologies can be another roadblock, as can the propensity of many humanists to resist working in teams. While some institutions have recognized the need for institutional infrastructure (computation and storage, equipment, software, and expertise), many have not yet incorporated such support into ongoing budgets.

Opportunities for undergraduate involvement in research, provid ing students with workplace skills such as data management, visualization, coding, and modeling. Digital humanities provides new insights into policy-making in areas such as social media, demo- graphics, and new means of engaging with popular culture and understanding past cultures. Evolution in this area will continue to build connections between the humanities and other disci- plines, cross-pollinating research and education in areas like med- icine and environmental studies. Insights about digital humanities itself will drive innovation in pedagogy and expand our conceptualization of classrooms and labs

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

topics for IM260

proposed topics for IM 260 class

  • Media literacy. Differentiated instruction. Media literacy guide.
    Fake news as part of media literacy. Visual literacy as part of media literacy. Media literacy as part of digital citizenship.
  • Web design / web development
    the roles of HTML5, CSS, Java Script, PHP, Bootstrap, JQuery, React and other scripting languages and libraries. Heat maps and other usability issues; website content strategy. THE MODEL-VIEW-CONTROLLER (MVC) design pattern
  • Social media for institutional use. Digital Curation. Social Media algorithms. Etiquette Ethics. Mastodon
    I hosted a LITA webinar in the fall of 2016 (four weeks); I can accommodate any information from that webinar for the use of the IM students
  • OER and instructional designer’s assistance to book creators.
    I can cover both the “library part” (“free” OER, copyright issues etc) and the support / creative part of an OER book / textbook
  • Big Data.” Data visualization. Large scale visualization. Text encoding. Analytics, Data mining. Unizin. Python, R in academia.
    I can introduce the students to the large idea of Big Data and its importance in lieu of the upcoming IoT, but also departmentalize its importance for academia, business, etc. From infographics to heavy duty visualization (Primo X-Services API. JSON, Flask).
  • NetNeutrality, Digital Darwinism, Internet economy and the role of your professional in such environment
    I can introduce students to the issues, if not familiar and / or lead a discussion on a rather controversial topic
  • Digital assessment. Digital Assessment literacy.
    I can introduce students to tools, how to evaluate and select tools and their pedagogical implications
  • Wikipedia
    a hands-on exercise on working with Wikipedia. After the session, students will be able to create Wikipedia entries thus knowing intimately the process of Wikipedia and its information.
  • Effective presentations. Tools, methods, concepts and theories (cognitive load). Presentations in the era of VR, AR and mixed reality. Unity.
    I can facilitate a discussion among experts (your students) on selection of tools and their didactically sound use to convey information. I can supplement the discussion with my own findings and conclusions.
  • eConferencing. Tools and methods
    I can facilitate a discussion among your students on selection of tools and comparison. Discussion about the their future and their place in an increasing online learning environment
  • Digital Storytelling. Immersive Storytelling. The Moth. Twine. Transmedia Storytelling
    I am teaching a LIB 490/590 Digital Storytelling class. I can adapt any information from that class to the use of IM students
  • VR, AR, Mixed Reality.
    besides Mark Gill, I can facilitate a discussion, which goes beyond hardware and brands, but expand on the implications for academia and corporate education / world
  • IoT , Arduino, Raspberry PI. Industry 4.0
  • Instructional design. ID2ID
    I can facilitate a discussion based on the Educause suggestions about the profession’s development
  • Microcredentialing in academia and corporate world. Blockchain
  • IT in K12. How to evaluate; prioritize; select. obsolete trends in 21 century schools. K12 mobile learning
  • Podcasting: past, present, future. Beautiful Audio Editor.
    a definition of podcasting and delineation of similar activities; advantages and disadvantages.
  • Digital, Blended (Hybrid), Online teaching and learning: facilitation. Methods and techniques. Proctoring. Online students’ expectations. Faculty support. Asynch. Blended Synchronous Learning Environment
  • Gender, race and age in education. Digital divide. Xennials, Millennials and Gen Z. generational approach to teaching and learning. Young vs old Millennials. Millennial employees.
  • Privacy, [cyber]security, surveillance. K12 cyberincidents. Hackers.
  • Gaming and gamification. Appsmashing. Gradecraft
  • Lecture capture, course capture.
  • Bibliometrics, altmetrics
  • Technology and cheating, academic dishonest, plagiarism, copyright.

media literacy part of digital citizenship

Making Media Literacy Central to Digital Citizenship

that kind of tech — expensive, bleeding-edge tools — makes headlines but doesn’t make it into many classrooms, especially the most needy ones. What does, however, is video.

68 percent of teachers are using video in their classrooms, and 74 percent of middle schoolers are watching videos for learning.

Video is a key aspect of our always-online attention economy that’s impacting votingbehavior, and fueling hate speech and trolling. Put simply: Video is a contested civic space.

We need to move from a conflation of digital citizenship with internet safety and protectionism to a view of digital citizenship that’s pro-active and prioritizes media literacy and savvy.

equip students with some essential questions they can use to unpack the intentions of anything they encounter. One way to facilitate this thinking is by using a tool like EdPuzzle

We need new ways of thinking that are web-specific. Mike Caulfield’s e-book is a great deep dive into this topic, but as an introduction to web literacy you might first dig into the notion of reading “around” as well as “down” media — that is, encouraging students to not just analyze the specific video or site they’re looking at but related content (e.g., where else an image appears using a reverse Google image search).

Active viewing — engaging more thoughtfully and deeply with what you watch — is a tried-and-true teaching strategy for making sure you don’t just watch media but retain information.

For this content, students shouldn’t just be working toward comprehension but critique; they need to not just understand what they watch, but also have something to say about it. One of my favorite techniques for facilitating this more dialogic and critical mode of video viewing is by using aclassroom backchannel, like TodaysMeet, during video viewings

only 3 percent of the time tweens and teens spend using social media is focused on creation

There are a ton of options out there for facilitating video creation and remix, but two of my favorites are MediaBreaker and Vidcode.

The Anti-Defamation League and Teaching Tolerance have lesson plans that connect to both past and present struggles, and one can also look to the co-created syllabi that have sprung up around Black Lives MatterCharlottesville, and beyond. Pair these resources with video creation tools,

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

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

library web page and heat map

Usability of the library web page

From: <lita-l-request@lists.ala.org> on behalf of Amy Kimura <amy.kimura@rutgers.edu>
Subject: [lita-l] Qualitative analytics tools

Hi everyone,

Is anyone out there using CrazyEgg, Hotjar, Mouseflow or the like as a source of analytic data?

If so, I’d love to hear about what you’re using, how you’re using it, what you’ve been able to get out of it. I’m convinced that it will be useful for informing content contributors about how their content is being (or more likely not being) consumed by users — but I’m particularly interested in other ways to utilize the tools and the data they provide.

Thanks so much! Amy

————
Amy Kimura
Web Services Librarian, Shared User Services
Rutgers University Libraries
amy.kimura@rutgers.edu
p: 848.932.5920

My response to Amy:

In my notes: https://blog.stcloudstate.edu/ims/2017/03/07/library-technology-conference-2017/

Here is the 2016 session and contact information to the three fellows, who did an excellent presentation not only how, but why exactly these tools:  http://sched.co/69f2

Here is the link to the 2017 session, which seems closest to your question. http://sched.co/953o Again, the two presenters most probably will be able to help you with your questions, if they have not seen already your posting on the LITA listserv and responded.

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CrazyEgg, Hotjar, Mouseflow




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