instructions to enable the Respondus license key to automatically update on individual computers when the license is renewed each year.

New info: pls contact us for the new license #

_______________________________
OLD info

If Respndus was previously installed and not set up for auto-licensing, pls consider the following documentation:

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OLD INFORMATION

The new license key/password for Respondus  is available now at https://connect.mnscu.edu/sites/IMS/Documents

The most current version of Respondus  is also available there in a zipped file that can be downloaded and installed.

Faculty can access the Connect site by using their StarID credentials.

respondus

The current licensing period ends July 31, 2016.  After that date, existing Respondus users will be prompted to enter the new license key.  The license key can be distributed via any password-protected means (such as email) but cannot be listed on a public website.

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Our future students: Augmented Reality in the Classroom (+ info about wearable tech)

Putting the World In Their Hands: Augmented Reality in the Classroom

The wink of an eye, the simple one-finger tactile swipe down — these are the sights, sounds, and kinesthetic gestures that are changing the context of modern learning.

http://blogs.kqed.org/mindshift/2014/07/putting-the-world-in-their-hands-augmented-reality-in-the-classroom

Wearable technology

http://en.wikipedia.org/wiki/Wearable_technology
http://www.cbsnews.com/pictures/wearable-technology-ces-2014/10/
http://www.wired.com/2013/12/wearable-computers/http://www.forbes.com/sites/connieguglielmo/2014/02/12/the-case-against-wearables/ (Google Glass)

Social Media: Orkut – the end of an era…

Some [many] of you might have received the email on the bottom of this IMS blog

Orkut (http://en.wikipedia.org/wiki/Orkut), created by a Turkish computer specialist was a strong contestant of Facebook and MySpace (http://en.wikipedia.org/wiki/Myspace) in the early days when Mark Zuckerberg was only a college kid. While LinkedIn was brought to oblivion by Facebook and reinvented itself as a site for selfstarters/artist, Orkut became the “Facebook” for Brazil and India.
Purchased by Google in 2008, it was doomed when Google+ came to existence.

Pulling the plug on Orkut signifies closes the first chapter on the history of social media

From: orkut <3504732672376623859@mail.orkut.com>
Date: July 5, 2014 at 2:30:29 AM CDT
Subject: A Farewell to Orkut
Reply-To: orkut <noreply-orkut@google.com>

A Farewell to Orkut

After ten years of sparking conversations and forging connections, we have decided it’s time for us to start saying goodbye to Orkut. Over the past decade, YouTube, Blogger and Google+ have taken off, with communities springing up in every corner of the world. Because the growth of these communities has outpaced Orkut’s growth, we’ve decided to focus our energy and resources on making these other social platforms as amazing as possible for everyone who uses them.

We will shut down Orkut on September 30, 2014. Until then, there will be no impact on you, so you may have time to manage the transition. You can export your profile data, community posts and photos using Google Takeout (available until September 2016). We are preserving an archive of all public communities, which will be available online starting September 30, 2014. If you don’t want your posts or name to be included in the community archive, you can remove Orkut permanently from your Google account. Please visit our Help Center for any further details.

It’s been a great 10 years, and we apologize to those of you still actively using the service. We hope you will find other online communities to spark more conversations and build even more connections for the next decade and beyond.

Research and Ethics: If Facebook can tweak our emotions and make us vote, what else can it Do?

If Facebook can tweak our emotions and make us vote, what else can it do?

http://www.businessinsider.com/facebook-calls-experiment-innovative-2014-7#ixzz36PtsxVfL

Google’s chief executive has expressed concern that we don’t trust big companies with our data – but may be dismayed at Facebook’s latest venture into manipulation

Please consider the information on Power, Privacy, and the Internet and details on ethics and big data in this IMS blog entry:https://blog.stcloudstate.edu/ims/2014/07/01/privacy-and-surveillance-obama-advisor-john-podesta-every-country-has-a-history-of-going-over-the-line/

important information:
Please consider the SCSU Research Ethics and the IRB (Institutional Review Board) document:
http://www.stcloudstate.edu/graduatestudies/current/culmProject/documents/ResearchEthicsandQualitative–IRBPresentationforGradStudentsv2.2011.pdf
For more information, please contact the SCSU Institutional Review Board : http://www.stcloudstate.edu/irb/default.asp

The Facebook Conundrum: Where Ethics and Science Collide

http://blogs.kqed.org/mindshift/2014/07/the-facebook-conundrum-where-ethics-and-science-collide

The field of learning analytics isn’t just about advancing the understanding of learning. It’s also being applied in efforts to try to influence and predict student behavior.

Learning analytics has yet to demonstrate its big beneficial breakthrough, its “penicillin,” in the words of Reich. Nor has there been a big ethical failure to creep lots of people out.

“There’s a difference,” Pistilli says, “between what we can do and what we should do.”

Gaming and Education: Resources

Gaming Learning Society
https://www.gameslearningsociety.org/

Report from the intersection of Games, Learning, and Society
http://remakelearning.org/blog/2014/06/19/games-learning-society-recap/
Games, Learning and Society conference in Madison, Wisconsin. practical ideas and arguments from GLS to help you get through the roadblocks that stand between you and learning or teaching through games.

keywords: gamification + library in Twitter:
Readers Save Legacy Library Content by Crowdsourcing Metadata Games
http://www.gamification.co/2014/05/12/readers-save-legacy-content-by-crowdsourcing-metadata-games/What is Gamification and Why Use It in Teaching?
http://ii.library.jhu.edu/2014/05/13/what-is-gamification-and-why-use-it-in-teaching/What Does the Next-Generation School Library Look Like?
http://blogs.kqed.org/mindshift/2014/06/what-does-the-next-generation-school-library-look-like/
The library now also has reading lounge areas with comfortable modular seating, as well as tables with chairs and stools that students are free to move around; two music studios; a HackerSpace (with high-tech equipment such as a microscope, 3D printer, gaming hardware and software, and a green screen for filming) and a Maker Space that also houses a 3D printer and serves as a “hands-on” craft room where old technology can be disassembled and re-configured with other materials. In short, the Monticello Library Media Center has become a “Learning Commons.”

following now @valibrarian because of MineCraft http://t.co/RnwW7ahOK2
Minecraft and the library: http://blogs.curtin.edu.au/gamification/news/minecraft-and-the-library/

Library Quest Wrap-Up and Post-Game Assessment
https://babeltech.wordpress.com/2014/03/25/library-quest-wrap-up-and-post-game-assessment/

If you build it …? One campus’ firsthand account of gamification in the academic library
http://crln.acrl.org/content/74/4/208.full
Straight from CRL News
SCVNGR as a platform was attractive to us for several reasons, including UCSD’s experience. First, it incorporated gaming into students’ experience of the library, which has been widely explored and recommended as a way to engage library patrons.2,3 Second, it would enable us to connect with students early in the year without needing to commit personnel to lengthy tours and other scheduled services during a busy time.

Pls consider former IMS blog entries. Keyword: “game”:
https://blog.stcloudstate.edu/ims/?s=game

 

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