stackable microcredentials D2L
https://www.d2l.com/events/regional/gamification-network
Digital Literacy for St. Cloud State University
https://www.d2l.com/events/regional/gamification-network
https://www.schoology.com/blog/flipped-classroom
Our 2018-2019 Global State of Digital Learning research study revealed some interesting insights about instructional approaches. It was taken by 9,279 education professionals from all across the country in various roles and districts.
When we look at instructional approaches most frequently used, the top ones are differentiated instruction (73.5%), blended learning (54.8%), and individualized learning (47.8%). And while flipped learning, personalized learning, and gamification command the most press, they aren’t being practiced as much as one might think. In many ways, this makes a lot of sense. These approaches require more time and resources than many of the others.
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
https://elearningindustry.com/instructional-design-models-and-theories
1. Virtual Reality, or VR
Ultimately, the key question to consider when adopting anything new is whether it will help you achieve the desired outcome. VR shouldn’t be incorporated into learning just because it’s a common buzzword. Before you decide to give it a go, consider how it’s going to help your learner, and whether it’s truly the most effective or efficient way to meet the learning goal.
2. Gamification
considering introducing an interactive element to your learning, don’t let this deter you—just ensure that it’s relevant to the content and will aid the learning process.
3. Artificial Intelligence, or AI
If you are confident that a trend is going to yield better results for your learners, the ROI you see may well justify the upfront resources it requires.
Again, it all comes down to whether a trend is going to deliver in terms of achieving an objective.
4. Microlearning
The theory behind microlearning makes a lot of sense: organizing content into sections so that learning can fit easily with modern day attention spans and learners’ busy lifestyles is not a bad thing. The worry is that the buzzword, ‘microlearning’, has grown legs of its own, meaning the industry is losing sight of its’ founding principles.
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more on elearning in this IMS blog
https://blog.stcloudstate.edu/ims?s=elearning
http://libtechconf.org/2017schedule/
The Next Generation of Library Orientation: http://libtechconf.org/2017schedule/
Please have a link to the presentation: https://tinyurl.com/vr360lib
#LTC2017 #vrlib
Join us online, Thursday, March 16, 2:15PM via:
Adobe Connect archived recording: http://scsuconnect.stcloudstate.edu/p7qm3hg7u0h/
or via
Facebook Live: https://www.facebook.com/InforMediaServices/
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more on LibTech conferences:
https://blog.stcloudstate.edu/ims?s=library+technology+conference
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notes from the conference
Keynote speaker: Lauren Di Monte http://sched.co/955P
Debating Data Science – a roundtable http://rhr.dukejournals.org/content/2017/127/133.abstract
how data is produced, collected and analyzed. make accessible all kind of data and info
ask good q/s and find good answers, share finding in meaningful ways. this is where digital literacy overshadows information literacy and this the fact that SCSU library does not understand; besides teaching students how to find and evaluate data, I also teach them how to communicate effectively using electronic tools.
connecting people tools and resources and making it easier for everybody. building collaborative, open and interdisciplinary
robust data computational literates. developing workshops, project and events to practice new skills. to position the library as the interdisciplinary nexus
what are data: definition. items of information, facts, traces of content and form. higher level, conception discussion about data in terms of social effects: matadata capturing information about the world, social political and economic changes. move away the mystic conceptions about data. nothing objective about data.
the emergence of IoT – digital meets physical. cyber physical systems. smart objects driven by industry. . proliferation of sensor and device – smart devices.
what does privacy looks like ? what is netneutrality when IoT? library must restructure : collaborate across institutions about collections of data in opien and participatory ways. put IoT in the hands of make and break things (she is maker space aficionado)
make and break things hackathons – use cheap devices such as Arduino and Pi.
data literacy programs with higher level conception exploration; libraries empower the campus in data collection. data science norms, store and share data to existing repositories and even catalogs. commercial services to store and connect data, but very restrictive and this is why libraries must be involved.
linked data and dark data
linked data – draw connections around online data most of the data are locked. linked data uses metadata to link related information in ways computers can understand.
libraries take advantage of link data. link data opportunity for semantics, natural language processing etc. if hidden data is relative to our communities, it is a library responsibility to provide it. community data practitioners
dark data
massive data, which cannot be analyzed by relational processing. data not yield significant findings. might be valuable for researchers: one persons trash is another persons’ treasure. preserving data and providing access to info. collaborate with researchers across disciplines and assist decide what is worth keeping and what discarding and how to study.
rich learning experience working with lined and dark data enable fresh perspective and learning how to work with data architecture. data literacy programming.
open practices https://www.data.gov/
in context of data is different from open source and open projects. the social side of data science . advising researchers on navigation data, ethical compilations.
open science movement .https://cos.io/ pushing beyond licences and reframe, position ourselves as collaborators
analysis and publishing ; use tools that can be shared and include data, code and executable files.
reproducibility and contestability https://www.lib.ncsu.edu/events/series/summer-of-open-science
Python and Raspberry Pi. jupitor notebook server,
she is advocating for faculty not only being the leader but the DOERs of basic fucntions, which SCSU IT is rigorously fighting to keep for themselves. The sad part is that the rest of the nation is moving in this direction and SCSU continues to sink in an old 90ish campus structure of leaving IT as the gatekeeprs to functions now widely democratized.
public libraries: citizen science projects.
her undergrad is visual studies and her grad studies is interdisciplinary studies. only in the information school she got into science.
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social media for the library
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Library Website Redesign: Turning Awful into Awesome
http://sched.co/953o dysfunctional committee
Here is the Facebook Live link to the session:
lib guides versus curation : https://blog.stcloudstate.edu/ims/2016/12/06/digital-curation/
crazyegg:
Putting it all together: a holistic approach to utilizing your library’s user data for making informed web design decisions (2016 conference)
In the age of Big Data, there is an abundance of free or cheap data sources available to libraries about their users’ behavior across the many components that make up their web presence. Data from vendors, data from Google Analytics or other third-party tracking software, and data from user testing are all things libraries have access to at little or no cost. However, just like many students can become overloaded when they do not know how to navigate the many information sources available to them, many libraries can become overloaded by the continuous stream of data pouring in from these sources. This session will aim to help librarians understand 1) what sorts of data their library already has (or easily could have) access to about how their users use their various web tools, 2) what that data can and cannot tell them, and 3) how to use the datasets they are collecting in a holistic manner to help them make design decisions. The presentation will feature examples from the presenters’ own experience of incorporating user data in decisions related to design the Bethel University Libraries’ web presence.
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Making Something Out of Nothing: Building Digital Humanities Partnerships
PALNI Code School: Developing Skills for the Future of Librarianship
Keynote Speaker: Patrick Meier
Facebook Live session: https://www.facebook.com/InforMediaServices/videos/1137175723059590/
3d virtual picture of disastrous areas. unlock the digital information to be digitally accessible to all people who might be interested.
they opened the maps of Katmandu for the local community and they were coming up with the strategies to recover. democracy in action
mountain tsunami: http://www.natgeotv.com/uk/seconds-from-disaster/videos/mountain-tsunami
i can’t stop thinking that the keynote speaker efforts are mere follow up of what Naomi Klein explains in her Shock Doctrine: http://www.naomiklein.org/shock-doctrine: a government country seeks reasons to destroy another country or area and then NGOs from the same country go to remedy the disasters
A question from a librarian from the U about the use of drones. My note: why did the SCSU library have to give up its drone?
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Building an Ebook Platform from Scratch: Are You Daft?
options in license models .
e resource content. not only ebooks, after it is taken care of, add other types of digital objects.
instead of replicate, replacement of the commercial aggregators,
Amigos Shelf interface is the product of the presenter
instead of having a young reader collection as SCSU has on the third floor, an academic library is outsourcing through AMigos shelf ebooks for young readers
purchasing marketing was built from scratch on PhP. https://laravel.com/
Harper Collins is too cumbersome and the reason to avoid working with them.
security issues. some of the material sent over ftp and immediately moved to sftp
decisions – use of internal resources only, if now – amazon
programmer used for the pilot. contracted programmers. lack of the ability to see the large picture. eventually hired a full time person, instead of outsourcing. RDA compliant MARC.
ONIX, spreadsheet MARC.
Decision about who to start with : public or academic.
attempt to keep pricing down –
own agreement with the customers, separate from the agreement with the Publisher
current development: web-based online reading, shared-consortial collections and SIP2 authentication
new CIO closed the project.
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Tutorials
http://bit.ly/LTC2017SVC
https://docs.google.com/presentation/d/1FnlTJVdu4KkvjB21NXp82zHCYwQfmwpzi_dlZp4AgYU/edit#slide=id.p
Here is the “literature”:
https://blog.stcloudstate.edu/ims/2015/03/19/recommendations-for-games-and-gaming-at-lrs/
this link reflects my recommendations to the SCSU library, based on my research and my publication: http://scsu.mn/1F008Re
Here are also Slideshare shows from conferences’ presentations on the topic:
https://www.slideshare.net/aidemoreto/gaming-and-gamification-in-academic-and-library-settings
Topic :Gaming and Gamification in Academic Settings
Discussion: Are the presented reasons sufficient to justify a profound restructure of curricula and learning spaces?
Discussion: Is there a way to build a simpler but comprehensive structure/definition to encompass the process of gaming and gamification in education?
Discussion: Which side are you on and why?
Discussion: do you see a trend to suggest that either one or the other will prevail? Convergence?
Discussion: why gaming and gamification is not accepted in a higher rate? what are the hurdles to enable greater faster acceptance? What do you think, you can do to accelerate this process?
Discussion: based on the example (http://web.stcloudstate.edu/pmiltenoff/bi/), how do you see transforming academic library services to meet the demands of 21st century education?
Discussion: How do you see a transition from the traditional assessment to a new and more flexible academic assessment?
Gamification is the concept of applying game mechanics and game design techniques to engage and motivate people to achieve their goals.
Gamification is not digital game-based learning (DGBL); it does not allow students to play digital games to apply/identify concepts, nor does it allow students to create games to demonstrate comprehension. Unlike DGBL, gamification does not require the use of virtual environments or elaborate tech-based systems.
Engage students through creative course design.
Learn how to strategically implement game-based design principles that can help you better engage students in a more interactive approach to education. Using gamification in your courses does not have to be difficult nor does it have to be comprehensive. We will discuss a range of different approaches that you can implement immediately to help make assignments more competitive, grading scales more interactive, and content more compelling.
more on gamification in this IMS blog:
https://blog.stcloudstate.edu/ims/?s=gamification&submit=Search