Device Implementation at K12

Fact or Myth?
Device Implementation Is Possible Without the Headache!
Presented by the Classcraft Learning Team

Eric Davis & Kinshasa Marshall @classcraftgame eric@classcraft.com kinshasa@classcraft.com

https://www.edweb.net/.5b97fbb8/   Gaming 03-28-19 Slides1-1qgto1x

! Tasks with motivational gamified mechanics → improvement in 21st-century learning skills, technical competencies,
independence, and personal accountability for devices and their readiness
! Student-led, independent, and sophisticated use of devices increased roughly 100%
! “Gamification as a motivational tool and platform for online delivery of learning activities and resources is a critical element of
integrating technology into schools”
! Students placed a greater value on their devices being present and ready to use in order to enjoy gamified content
! The use of gamification capitalized on the curiosity aspect being at the center of intrinsic motivation — encouraging students to
explore what their devices can do for them in general and what they are capable of given the task, some direction, and a
prospective reUward

Planning, care FOR and ABOUT the device

EdTech and the world

What the World Can Teach the US About Education Technology

By Wade Tyler Millward     Mar 24, 2019

https://www.edsurge.com/news/2019-03-24-what-the-world-can-teach-the-us-about-education-technology

Omidyar Network’s report on what works in scaling education technology in different regions worldwide. Governments, educators, advocacy groups and companies large and small need to work better together. Long-term planning and investment in infrastructure for widespread and improved access to the internet and mobile devices is critical.

But what may surprise some readers of the report, released Monday, is what the United States can learn from developing nations when it comes to bringing together all parties interested in edtech.

Virtual Reality in Higher Education

free webinar

Application of Virtual Reality in Higher Education

Most colleges and universities are either not using virtual reality (VR) or are using it in more token ways. Yet, according to the Gartner Hype Cycle for Emerging Technologies 2018 report, these technologies are rapidly reaching a much more mature stage – holding more promise for higher education and student learning than ever before. For most institutions, however, this promise of VR in student learning is still unrealized. 

That’s why we’ve designed a collection of webcasts and resources to help you explore how VR might fuel better learning outcomes. See below which of our webcasts and resources you and your team qualify for based on your membership status.

MinnState about GDPR at SCSU

Daniel McCabe, Assistant General Counsel, Minnesota State Colleges and Universities,  share information about the GDPR on Thursday, March 28, between 2 and 3 p.m., Miller Center B17.  The GDPR provides the world’s strongest protection for the personal information of individuals.  It was adopted by both the European Parliament and the European Council in April of 2016 and became effective on May 25, 2018.

Presentation available with this Adobe Connect link: https://webmeeting.minnstate.edu/recordings/join/pv3prb7mie1i

https://www.facebook.com/InforMediaServices/photos/a.554966814613820/1954876077956213

GDPR Update for St. Cloud State (002)-2d8zvmu (PPT)

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more on GDPR in this IMS blog
https://blog.stcloudstate.edu/ims/2018/05/31/what-is-gdpr/

Beginning Git & GitHub

The session will include practical, hands-on instruction for version control and collaboration in Git, as well as experience building a simple & free website on GitHub!

Beginning Git & GitHub

Friday, June 21  12:00 PM – 4:00 PM  Registration and logisitics 

Work smarter, collaborate faster and share code or other files with the library community using the popular version control system Git. Featuring a mix of git fundamentals and hands-on exercises, participants learn the basics of Git, learn how to use key commands, and how to use GitHub to their advantage, including sharing their own work and building upon the projects of others.

Git is a tool (technically, a version control system) that allows you to easily track changes in your files, scripts, websites, or entire programs. You can run it on your own computer for your own projects, but Git also makes it easy to collaborate with others on shared projects – thus helpful to small teams, large organizations, and people coordinating on open source projects. Easier collaboration is not the only advantage to using Git: you can also easily test out changes and write new code without threatening your existing work. It is very popular – verging on a necessity – amongst coders.

GitHub is a website that allows you to easily host and manage the code for git-tracked projects. It simplifies collaboration among project contributors, and is especially helpful for open source projects where you don’t necessarily meet your fellow contributors in real life. GitHub is free if your code is open to the public.

Bring your laptop for an afternoon of hands on exploration!

More info about the class

 

Heather Klish | Senior Systems Librarian

TTS : Library Technology Services

Tufts University

heather.klish@tufts.edu | 617.627.5853

GBL XR DS for IM 554

Course title: IM 554 Developing Skills for Online Teaching and Learning

Topic for this week: Game-based learning, Virtual Reliability, and Augmented Reality
Audience: IM Graduate students working for K12 schools or in business

March 28, Adobe Connect. http://scsuconnect.stcloudstate.edu/im554_park/

Events worth mentioning (pls share if you would like to discuss details):

1. Where are we now compared to:

2018: https://blog.stcloudstate.edu/ims/2018/03/27/im-554-discussion-on-gbl-2018/

2017: https://blog.stcloudstate.edu/ims/2017/02/22/im554-discussion-gbl/

2. How did GBL change in the past year? Who is the leader in this research (country)? Is K12 the “playground” for GBL and DGBL?

China: Liao, C., Chen, C., & Shih, S. (2019). The interactivity of video and collaboration for learning achievement, intrinsic motivation, cognitive load, and behavior patterns in a digital game-based learning environment. Computers & Education133, 43–55. https://doi.org/10.1016/j.compedu.2019.01.013

Finalnd: Brezovszky, B., Mcmullen, J., Veermans, K., Hannula-Sormunen, M., Rodríguez-Aflecht, G., Pongsakdi, N., … Lehtinen, E. (2019). Effects of a mathematics game-based learning environment on primary school students’ adaptive number knowledge. Computers & Education128, 63–74. https://doi.org/10.1016/j.compedu.2018.09.011

Tunesia: Denden, M., Tlili, A., Essalmi, F., & Jemni, M. (2018). Implicit modeling of learners’ personalities in a game-based learning environment using their gaming behaviors. Smart Learning Environments5(1), 1–19. https://doi.org/10.1186/s40561-018-0078-6

Pitarch, R. (2018). An Approach to Digital Game-based Learning: Video-games Principles and Applications in Foreign Language Learning. Journal of Language Teaching and Research9(6), 1147–1159. https://doi.org/10.17507/jltr.0906.04

3. DGBL vs Serous Games vs Gamification

4. BYOx. Still timely?

5. XR and its relation to ID (instructional design) and the gamification of education:
https://blog.stcloudstate.edu/ims/2018/10/16/eli-2018-key-issues-teaching-learning/

#7 is ID, #13 is emerging technologies.

What is VR, AR, MR. Immersive learning?
examples from SCSU:
https://web.stcloudstate.edu/pmiltenoff/bi/

Examples from other universities as presented at Nercomp 2019 workshop:

https://zoom.us/recording/share/YtDl7AA3Te_whtCnZZdv93EiNZbljU7yyzl7ibOEam-wIumekTziMw?startTime=1552927676000

min 29 from start: University of Connecticut (chapter 1)
min 58 from start: Dan Getz with Penn State (chapter 2)
hour 27 min from start: Randy Rode, Yale (chapter 3)

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last year plan for IM 554 https://blog.stcloudstate.edu/ims/2018/03/27/im-554-discussion-on-gbl-2018/

translation headphones

Google’s translation headphones are here, and they’re going to start a war

Douglas Adams’ in-ear translator from Hitchhiker’s Guide is becoming a reality. But knowing what people are really saying could be disastrous.

Shuly Wintner, associate professor of computer science at the University of Haifa, quotes an early example of computer mistranslation in his 2005 introduction to computational linguistics. “The spirit is willing, but the flesh is weak,” was put through Altavista into Russian, he says. “The vodka is excellent but the meat is lousy” may well have been true, but it almost certainly wasn’t what the writer was looking for.

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

Shark Tank grant badge comparison

According to the this Colorado Community College System comprehensive white paper: https://www.cccs.edu/wp-content/uploads/documents/CCCS-Digital-Badging-Taskforce-Whitepaper-11.12.14.pdf

Acclaim, Badger, Badge List, Credly, CSULogics, and Red Critter

Acclaim and Credly merged. CSULogics seems CCCS native; pls advise if I need to contact them nevertheless. Badgr is now with Canvas, but I still think we need to explore the options with other LMS, such as D2L.

Meeting with Pete from Credly: https://zoom.us/recording/share/gh-NPaJf-3No3mRE6lj_Ulq7qFfRjW0GRjUb27YRsX6wIumekTziMw

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https://badgr.com/

contacted April 25, 2019.

From: Hank from Badge List <hank.holiday@badge-list.intercom-mail.com>
Reply-To: Hank from Badge List <hank.holiday@badge-list.intercom-mail.com>
Date: Friday, April 26, 2019 at 4:53 PM
To: Plamen Miltenoff <pmiltenoff@stcloudstate.edu>
Subject: Re: Discuss a setup of microcredentialing system

Hi Plamen! The pricing is is available here: https://www.badgelist.com/pricing

Please look that over and we can help you via email if you have any questions.

Cheers,
– Hank

From: Ben from Badge List <ben.roome@badge-list.intercom-mail.com>
Reply-To: Ben from Badge List <ben.roome@badge-list.intercom-mail.com>
Date: Monday, April 29, 2019 at 5:30 PM
To: Plamen Miltenoff <pmiltenoff@stcloudstate.edu>
Subject: Re: Discuss a setup of microcredentialing system

Hi Plamen,
We’d love to get on a call but unfortunately we can’t spend those time resources on accounts that generate below $4,950 per year. Does your budget meet those requirements? If so we’d be happy to schedule a conversation.

Benfrom Badge List

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https://www.badgelist.com/

email sent March 26.

respond on March 29: https://www.badgelist.com/pricing

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https://www.redcritterteacher.com/

email sent March 26. submission #28545

Zoom meeting https://zoom.us/j/7796063558 with Dan Hoffman on March 26, Tues, 3PM

Zoom meeting recording https://zoom.us/recording/share/gmCYai1IkMUFH3r2x-yxGciY977Beok5fgay5Czja_CwIumekTziMw with Dan Hoffman of April 30, 2019

http://redcritterconnecter.com/pricing

http://redcritterconnecter.com/APIReference.aspx  to make easy integrate. http://redcritterconnecter.com/APIReference.aspx?apiid=14

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Suitable

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https://support.suitable.co/hc/en-us

https://support.suitable.co/hc/en-us/articles/115000780372-Achievements-Badges-

mostly working with undergrads.

the emphasis (strong side) is the streamlining of the different offices and activities on campus

levels of proficiency is very much geared toward undergrads

aspects of gamification, but no peer support credit/badge

U of Pittsburgh – OCC outside the class curriculum
Monclair U (NJ second largest):
U of Wyoming: after level 3, career coach does storytelling appointment.

pilot is $5K and institutional can vary between $10-15K

segmenting capabilities.

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