Archive of ‘Library and information science’ category
10 professions using VR
https://www.raconteur.net/infographics/key-sectors-using-virtual-reality-technology
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more on VR in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+reality
2018 NMC Horizon Report
2018 NMC Horizon Report
Cross-Institution & Cross-Sector Collaboration Long-Term Trend: Driving Ed Tech adoption in higher education for five or more years
Although a variety of collaborations between higher education and industry have emerged, more-explicit frameworks and guidelines are needed to define how these partnerships should proceed to have the greatest impact.
links to the Webinar on the report:
https://events.educause.edu/educause-live/webinars/2018/exploring-the-2018-horizon-report
link to the transcript: https://events.educause.edu/~/media/files/events/educause-live/2018/live1808/transcript.docx
Proliferation of Open Educational Resources Mid-Term Trend: Driving Ed Tech adoption in higher education for the next three to five years
The United States lags on the policy front. In September 2017, the Affordable College Textbook Act was once again introduced in both the US House of Representatives and the Senate “to expand the use of open textbooks
It is unlikely that ACTA will pass, however, as it has been unsuccessfully introduced to two previous Congresses.
The Rise of New Forms of Interdisciplinary Studies
Faculty members, administrators, and instructional designers are creating innovative pathways to college completion through interdisciplinary experiences, nanodegrees, and other alternative credentials, such as digital badges. Researchers, along with academic technologists and developers, are breaking new ground with data structures, visualizations, geospatial applications, and innovative uses of opensource tools.
Growing Focus on Measuring Learning
As societal and economic factors redefine the skills needed in today’s workforce, colleges and universities must rethink how to define, measure, and demonstrate subject mastery and soft skills such as creativity and collaboration. The proliferation of data-mining software and developments in online education, mobile learning, and learning management systems are coalescing toward learning environments that leverage analytics and visualization software to portray learning data in a multidimensional and portable manner
Redesigning Learning Spaces
upgrading wireless bandwidth and installing large displays that allow for more natural collaboration on digital projects. Some are exploring how mixed-reality technologies can blend 3D holographic content into physical spaces for simulations, such as experiencing Mars by controlling rover vehicles, or how they can enable multifaceted interaction with objects, such as exploring the human body in anatomy labs through detailed visuals. As higher education continues to move away from traditional, lecture-based lessons toward more hands-on activities, classrooms are starting to resemble real-world work and social environments
Authentic Learning Experiences
An increasing number of institutions have begun bridging the gap between academic knowledge and concrete applications by establishing relationships with the broader community; through active partnerships with local organizations
Improving Digital Literacy Solvable Challenge: Those that we understand and know how to solve
Digital literacy transcends gaining discrete technological skills to generating a deeper understanding of the digital environment, enabling intuitive and discerning adaptation to new contexts and cocreation of content.107 Institutions are charged with developing students’ digital citizenship, promoting the responsible and appropriate use of technology, including online communication etiquette and digital rights and responsibilities in blended and online learning settings. This expanded concept of digital competence is influencing curriculum design, professional development, and student-facing services and resources. Due to the multitude of elements of digital literacy, higher education leaders must obtain institution-wide buy-in and provide support for all stakeholders in developing these competencies.
Despite its growing importance, it remains a complex topic that can be challenging to pin down. Vanderbilt University established an ad hoc group of faculty, administrators, and staff that created a working definition of digital literacy on campus and produced a white paper recommending how to implement digital literacy to advance the university’s mission: https://vanderbilt.edu/ed-tech/committees/digital-literacy-committee.php
Adapting Organizational Designs to the Future of Work
Technology, shifting information demands, and evolving faculty roles are forcing institutions to rethink the traditional functional hierarchy. Institutions must adopt more flexible, teambased, matrixed structures to remain innovative and responsive to campus and stakeholder needs.
Attempts to avoid bureaucracy also align with a streamlined workforce and cost elimination. Emphasis has been placed on designing better business models through a stronger focus on return on investment. This involves taking a strategic approach that connects financial practice (such as analyzing cost metrics and resource allocation) with institutional change models and goals.124
Faculty roles have been and continue to be impacted by organizational change, as well as by broader economic movements. Reflective of today’s “gig economy,” twothirds of faculty members are now non-tenure, with half working part-time, often in teaching roles at several institutions. This stands as a stark contrast to 1969, when almost 80 percent of faculty were tenured or tenuretrack; today’s figures are nearly inverted. Their wages are applying pressure to traditional organizational structures.Rethinking tenure programs represents another change to organizational designs that aligns with the future of work.
Organizational structures are continuing to evolve on the administrative side as well. With an emphasis on supporting student success, many institutions are rethinking their student services, which include financial aid, academic advising, and work-study programs. Much of this change is happening within the context of digital transformation, an umbrella term that denotes the transformation of an organization’s core business to better meet customer needs by leveraging technology and data.
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added Nov 13, 2018
6 growing trends taking over academic libraries
Horizon Report details short-and long-term technologies, trends that will impact academic libraries worldwide in the next 5 years.
https://www.ecampusnews.com/2017/03/24/growing-trends-academic-libraries/
Short-Term, 1-2 years):
- Research Data Management: The growing availability of research reports through online library databases is making it easier for students, faculty, and researchers to access and build upon existing ideas and work. “Archiving the observations that lead to new ideas has become a critical part of disseminating reports,” says the report.
- Valuing the User Experience: Librarians are now favoring more user-centric approaches, leveraging data on patron touchpoints to identify needs and develop high-quality engaging experiences.
(Mid-Term, 3-5 years):
- Patrons as Creators: Students, faculty, and researchers across disciplines are learning by making and creating rather than by simply consuming content. Creativity, as illustrated by the growth of user-generated videos, maker communities, and crowdfunded projects in the past few years, is increasingly the means for active, hands-on learning. People now look to libraries to assist them and provide tools for skill-building and making.
- Rethinking Library Spaces: At a time when discovery can happen anywhere, students are relying less on libraries as the sole source for accessing information and more for finding a place to be productive. As a result, institutional leaders are starting to reflect on how the design of library spaces can better facilitate the face-to-face interactions.
(Long-Term, 5 or more years):
- Cross-Institution Collaboration: Within the current climate of shrinking budgets and increased focus on digital collections, collaborations enable libraries to improve access to scholarly materials and engage in mission-driven cooperative projects.
- Evolving Nature of the Scholarly Record: Once limited to print-based journals and monographic series, scholarly communications now reside in networked environments and can be accessed through an expansive array of publishing platforms. “As different kinds of scholarly communication are becoming more prevalent on the web, librarians are expected to discern the legitimacy of these innovative approaches and their impact in the greater research community through emerging altmetrics tools,” notes the report.
- Improving digital literacy: According to the report, digital literacy transcends gaining isolated technological skills to “generate a deeper understanding of the digital environment, enabling intuitive adaptation to new contexts, co-creation of content with others, and an awareness of both the freedom and risks that digital interactions entail. Libraries are positioned to lead efforts to develop students’ digital citizenship, ensuring mastery of responsible and appropriate technology use, including online identity, communication etiquette, and rights and responsibilities.”
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more on the NMC Horizon Report in this IMS blog
https://blog.stcloudstate.edu/ims?s=horizon+report
Internet speed
https://one.npr.org/?sharedMediaId=638802408:638802410
Slow internet? Fast internet? You might be paying the same price
NDIA https://www.digitalinclusion.org/
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more on net neutrality in this IMS blog
https://blog.stcloudstate.edu/ims?s=net+neutrality
gamification in online learning
34 TOP TIPS FOR USING GAMIFICATION IN ONLINE LEARNING
Gamification in Learning: 34 Top Tips That Work For the Modern Learner
1. KNOW WHAT YOUR GOAL IS
2. DESIGN YOUR GAME MECHANICS TO DRIVE POSITIVE BEHAVIOURAL CHANGES
3. CREATE A BUZZ AROUND THE LAUNCH
4. WELCOME WITH A BADGE
5. KEEP IT FUN
6. KEEP IT SIMPLE
7. LET LEARNERS CREATE AVATARS
8. MAKE PROGRESS OBVIOUS
9. MAKE ALERTS OBVIOUS
10. USE LEVELS TO DEFINE A LEARNING JOURNEY
11. START WITH EASIER, SHORTER LEVELS
12. MAKE IT CLEAR WHAT NEEDS TO BE DONE TO PROGRESS
13. WEIGHT YOUR POINTS ACCORDINGLY
14. GIVE MORE REWARDS TO USERS WHO ARE LESS ACTIVE
15. USE INTRINSIC REWARDS TO SPARK BEHAVIOURAL CHANGE
16. LET LEARNERS EXCHANGE POINTS FOR PRIZES
17. USE EXTRINSIC REWARDS SPARINGLY
18. LET THE LEARNER BECOME AN EXPERT
19. TIE LEARNER GOALS TO LARGER COMPANY GOALS
20. CREATE AN AREA FOR COMMUNITY
21. CREATE DISCUSSION GROUPS
22. INTEGRATE WITH SOCIAL MEDIA
23. MAKE SURE IT LOOKS GOOD
24. MAKE SURE IT’S ON BRAND
25. CATER FOR EVERY TYPE OF GAMER
26. TEST!
27. ANALYSE
28. ASK FOR FEEDBACK
29. KEEP CONTENT FRESH & REGULAR
30. YOU CAN NEVER HAVE ENOUGH BADGES!
31. GROUP BADGES IN SETS
32. USE LIMITED EDITION BADGES
33. GENERATE ENVY
34. ENCOURAGE COMPETITION
a tour of the Academy LMS, the world’s #1 gamified learning management system
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more on online learning in this IMS blog
https://blog.stcloudstate.edu/ims?s=online+learning
manage chrome extensions
How to Manage Installed Chrome Extensions
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more on Chrome extensions in this IMS blog
https://blog.stcloudstate.edu/ims?s=chrome+extensions
metaliterate learning
Metaliterate Learning for the Post-Truth World to be Published this Fall!
definition:
Metaliteracy is a pedagogical model for ensuring that learners successfully participate in collaborative information environments, including social media and online communities.
Metaliteracy supports reflective learning through metacognitive thinking, the ethical production of new knowledge, the critical consumption of information, and the responsible sharing of verifiable content across media platforms. Through metaliteracy, learners are envisioned as teachers in collaborative social spaces. This book examines the newest version of the Metaliteracy Goals and Learning Objectives, including the four domains of metaliterate learning.
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more on metaliteraices in this IMS blog
https://blog.stcloudstate.edu/ims?s=metaliteracies
Embase and Mendeley
Systematic reviews with Embase and Mendeley
Xuanyan Xu, Embase Solution Marketing Manager; Max Dumoulin, VP of Institutional Offerings at Elsevie | 50 mins
https://www.brighttalk.com/webcast/16527/323183
PICO framework to structure a question (https://blog.stcloudstate.edu/ims/2018/08/08/embase-and-mendeley/):
Population, Patient, Problem
Intervention
Comparison
Outcome
Emtree: controlled vocabulary for describing bio medicine and life science consents.
Cochrane Handbook for Systematic Reviews of Interventions
https://training.cochrane.org/handbook
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More on search and classification
https://blog.stcloudstate.edu/ims/2018/05/21/measuring-learning-outcomes-of-new-library-initiatives/ namely Sebastian Bock presentation from Springer Nature: https://www.facebook.com/InforMediaServices/videos/1541922439251581/ and https://drive.google.com/file/d/1jSOyNXQuqgGTrhHIapq0uxAXQAvkC6Qb/view
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more on Mendeley in this IMS blog
https://blog.stcloudstate.edu/ims?s=mendeley
The iGen Shift
The iGen Shift: Colleges Are Changing to Reach the Next Generation
The newest students are transforming the way schools serve and educate them, including sending presidents and deans to Instagram and Twitter.
By Laura Pappano
https://www.nytimes.com/2018/08/02/education/learning/generationz-igen-students-colleges.html
A generation that rarely reads books or emails, breathes through social media, feels isolated and stressed but is crazy driven and wants to solve the world’s problems (not just volunteer) is now on campus. Born from 1995 to 2012, its members are the most ethnically diverse generation in history, said Jean M. Twenge, psychology professor at San Diego State University.
Campuses also have been slow to recognize that this age group is not millennials, version 2.0.
“IGen has a different flavor,” said Dr. Twenge of San Diego State University and author of “iGen: Why Today’s Super-Connected Kids Are Growing Up Less Rebellious, More Tolerant, Less Happy — and Completely Unprepared for Adulthood — and What That Means for the Rest of Us.”
Getting student attention and keeping it matters to administrators trying to build excitement for campus events, but also in prodding students about housing contracts and honor codes.
Being social on social media attracts students who might tune out official communication. Mr. Babineaux said he and his friends noted when college posts sounded “goofy” or “like your grandfather trying to say swag.”
VWMOOC18
https://docs.google.com/document/d/1dVtIha1-P1t6t7GEFjzGYd8aegU_OVzRQM-BHzxYwNg/edit
VWMOOC18 August 1-31, 2018
Excerpts from the program
Sun.
August 5 |
12NOON SLT | CVL Librarians | Networking Forum at Community Virtual Library | How can librarians help educators in virtual worlds?
Held at CVL main library SLurl: http://maps.secondlife.com/secondlife/Cookie/206/219/21 Embedded librarianship holds potential for immersive learning. Come learn how to promote your virtual world communities and the great work of educators in virtual worlds through networking. https://communityvirtuallibrary.wordpress.com/ |
Fri. August 10 | 12pm SLT | Dieter Heyne (Edward Tarber) | Web Based Virtual Worlds in Education | Organizing collaboration for 400 students in a web based virtual learning environment. Setting up a “synthetic” college.
In the VWMOOC HQ: http://maps.secondlife.com/secondlife/Madhupak/113/66/62 |
Sat. August 11 | Noon SLT / | Lyr Lobo, Cynthia Calongne
Kae Novak (SL: Kavon Zenovka, WoW: Maskirovka) Chris Luchs (SL: Abacus Capellini, WoW: Cheerwine) |
What Can We Learn from the World of Warcraft? | Join us as we host a blended reality session featuring a live stream from the World of Warcraft (WoW) as we explore educational opportunities in a massive multiplayer online roleplaying game (MMORPG). We will have a YouTube live stream, a Discord channel for voice discussion, and an immersive event in WoW. Educators from the International Society for Technology in Education – Games and Simulations Network (ISTE G&SN) will host an immersive event & discuss learning in a multiuser virtual environment (MUVE).
To join us in WoW: visit this site: https://worldofwarcraft.com/en-us/news/3128270 Click Try for Free and download the Blizzard Launcher, which manages the download. You’ll need 52GB for the game. Create an account, select Sisters of Elune realm and create a troll if you are new to WoW and using a Free Trial account. Location: In the World of Warcraft and for those who do not have the game, over a YouTube Live stream (available that day) and hosted after the event over https://www.youtube.com/user/gamesmooc/videos |
Friday
August 17 |
9 am slt | Lynne Berrett (Wisdomseeker) | Howard Gardner’s “Theory of Multiple Intelligences” explored through an Interactive, Immersive Experience in Second Life | Dr. Gardner has proposed 8 different types of intelligence, ranging from Interpersonal to Kinesthetic. Join us to discover your own most innate type. You may be surprised, like many of the teachers who have tried this challenge as part of our whole-brain training program.
http://maps.secondlife.com/secondlife/Inspiration%20Island/48/54/22 |
Fri. August 17 | Noon SLT | Mark Childs (Gann McGann) | Theatrical performances in virtual worlds | This is a summary of various performance-based activities in Second Life and how performance studies can provide an insight into the experience of virtual worlds.
Presented in the VWMOOC HQ: http://maps.secondlife.com/secondlife/Madhupak/113/66/62 |