Document Archaeological Sites With 360-Degree
https://teaching.pitt.edu/open-lab/students-document-archaeological-sites-with-360-degree-video/
Digital Literacy for St. Cloud State University
https://teaching.pitt.edu/open-lab/students-document-archaeological-sites-with-360-degree-video/
The research project was framed as an interpretive case study undertaken with 23 Year 3 students on the BA primary education studies course; we adopted Stake’s (Stake , 1995) instrumental case study approach using examination of a particular context to facilitate wider understanding. The work was aligned with modules developing students’ English and maths pedagogical content knowledge across Key Stages 1 and 2. It comprised four stages:
open university innovation report
https://iet.open.ac.uk/file/innovating-pedagogy-2021.pdf
Enriched realities p. 16 -17
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more on Video 360 in this IMS blog
https://blog.stcloudstate.edu/ims?s=360
and specifically for education:
https://blog.stcloudstate.edu/ims?s=video+360+education
PDF document: xr-collaboration-global-resource-guide
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more on XR in this IMS blog
https://blog.stcloudstate.edu/ims?s=xr
Jones, C., Watkins, F., Williams, J., Lambros, A., Callahan, K., Lawlor, J., … Atkinson, H. (2019). A 360-degree assessment of teaching effectiveness using a structured-videorecorded observed teaching exercise for faculty development. Medical Education Online, 24(1), 1596708. https://doi.org/10.1080/10872981.2019.1596708
enable faculty to receive a detailed 360-degree assessment of their teaching
The faculty in Gerontology and Geriatric Medicine at Wake Forest School of Medicine (WFSM) saw an opportunity to incorporate a focused teaching practicum for faculty within a multiple-specialty faculty development program. 360-degree assessments involve a combination of feedback from subordinates, colleagues and superiors. 360-degree feedback has been considered an essential tool in transformational leadership because the evaluation process avoids bias through diversity of viewpoints represented, and it is rarely applied to teaching assessments. Specifically, we designed a teaching practicum using a Videorecorded Observed Teaching Exercise (VOTE) to provide self-, peer- and learner assessments of teaching
Our design of videorecorded microteaching sessions embedded into a faculty development program presents a feasible, well-received model to provide faculty development in teaching and a robust 360-degree assessment of teaching skills.
Two strengths of our program are that it is feasible and reproducible.
In addition, costs for these sessions were low. VOTE video capture costs ranged from $45 – $90 per session depending on the audiovisual capacity of the room used for recording. Costs for this activity included an audiovisual technician who performed the room setup and videorecording. However, a handheld videorecorder or mobile device could be used for these sessions as well.
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more on video 360 in this iMS blog
https://blog.stcloudstate.edu/ims?s=360
ID2ID webinar (my notes on the bottom)
Digital Fluency: Preparing Learners for 21st Century Digital Citizenship
Eighty-five percent of the jobs available in 2030 do not yet exist. How does higher education prepare our learners for careers that don’t yet exist? One opportunity is to provide our students with opportunities to grow their skills in creative problem solving, critical thinking, resiliency, novel thinking, social intelligence, and excellent communication skills. Instructional designers and faculty can leverage the framework of digital fluency to create opportunities for learners to practice and hone the skills that will prepare them to be 21st-century digital citizens. In this session, join a discussion about several fluencies that comprise the overarching framework for digital fluency and help to define some of your own.
Please click this URL to join. https://arizona.zoom.us/j/222969448
Dr. Jennifer Sparrow, Senior Director for Teaching and Learning with Technology and Affiliate Assistant Professor of Learning, Design, and Technology at Penn State. The webinar will take place on Friday, November 9th at 11am EST/4pm UTC (login details below)
https://arizona.hosted.panopto.com/Panopto/Pages/Viewer.aspx?id=e15266ee-7368-4378-b63c-a99301274877
My notes:
Jennifer does NOT see phone use for learning as an usage to obstruct. Similarly as with the calculator some 30-40 years ago, it was frowned upon, so now is technology. To this notion, added the fast-changing job market: new jobs created, old disappearing (https://www.nbcnews.com/news/us-news/students-are-being-prepared-jobs-no-longer-exist-here-s-n865096)
how DF is different from DLiteracy? enable students define how new knowledge can be created through technology. Not only read and write, but create poems, stories, if analogous w learning a language. slide 4 in https://www.slideshare.net/aidemoreto/vr-library
communication fluency. be able to choose the correct media. curiosity/failure fluency; creation fluency (makerspace: create without soldering, programming, 3Dprinting. PLA filament-corn-based plastic; Makers-in-residence)
immersive fluency: video 360, VR and AR. enable student to create new knowledge through environments beyond reality. Immersive Experiences Lab (IMEX). Design: physical vs virtual spaces.
Data fluency: b.book. how to create my own textbook
rubrics and sample projects to assess digital fluency.
What is Instructional Design 2.0 or 3.0? deep knowledge and understanding of faculty development. second, once faculty understands the new technology, how does this translate into rework of curriculum? third, the research piece; how to improve to be ready for the next cycle. a partnership between ID and faculty.
Join us for a LIVE broadcast:
Live broadcast on Adobe Connect: |
Outline:
The Gamification of the educations process is not a new concept. The advent of educational technologies, however, makes the idea timely and pertinent. In short 60 min, we will introduce the concept of gamification of the educational process and discuss real-live examples.
Learning Outcomes:
if you are interested in setting up a makerspace and/or similar gaming space at your school, please contact me after this workshop for more information.
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Here some online games suitable for educators:
http://www.onlinecolleges.net/50-great-sites-for-serious-educational-games/
https://www.learn4good.com/games/for-high-school-students.htm
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Let’s learn more about gaming and education with Kahoot (please click on Kahoot):
https://play.kahoot.it/#/k/78e64d54-3607-48fa-a0d3-42ff557e29b1
Let’s take a quiz together:
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+++ hands-on ++++++++++++++++ hands-on ++++++++++++++++ hands-on ++++++
Let’s learn more about gaming and education with Kahoot (please click on Kahoot):
https://play.kahoot.it/#/k/6c9e7368-f830-4a9c-8f5a-df1899e96665
++++++ RESOURCES ++++++++++ RESOURCES ++++++++++ RESOURCES +++++++
https://blog.stcloudstate.edu/ims?s=games
https://blog.stcloudstate.edu/ims?s=gamification
https://blog.stcloudstate.edu/ims?s=virtual+reality
https://blog.stcloudstate.edu/ims?s=video+360
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