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Top 7 Campus Technology Stories in August

By Rhea Kelly 09/01/16

https://campustechnology.com/articles/2016/09/01/top-7-campus-technology-stories-in-august.aspx

1) Making Virtual Classrooms More Interactive

2) Taking Student Orientation Online

3) 7 Best Practices for Deploying Lecture Capture Campuswide

4) An LMS to Support ‘Gameful’ Learning

5) Why Today’s MOOCs Are Not Innovative

6) Kentucky State U Offers Free E-Textbooks for All Students

7) Cal State LA Launches Pokémon Go Health Walk

360 degree camera

Virtual Reality to Drive Rapid Adoption of 360 Degree Cameras

By David Nagel

https://campustechnology.com/articles/2016/08/31/virtual-reality-to-drive-rapid-adoption-of-360-degree-cameras.aspx

VR’s applications for education have been much lauded, and tech heavyweights have begun investing in the technology, in part to both enable and capitalize on educational opportunities. Google, for example, has been offering its low-cost Google Cardboard kits, which, coupled with the Google Expeditions service, provides VR-based educational experiences and learning activities.

according to market research firm ABI Research, some 6 million consumer and prosumer cameras are expected to ship by 2021. (That’s out of a total of 70 million VR devices that are forecast to ship by then.)

 

GLOBAL COLLABORATION DAY SEPTEMBER 15TH

Students, teachers, and organizations will join together online to celebrate and demonstrate global collaboration on September 15, 2016. On Global Collaboration Day, educators and professionals from around the world will host connective projects and events and invite public participation. This event is brought to you by VIF International Education, Google for Education, iEARN-USA and Edmodo.

The primary goals of this 24-hour, worldwide event are to:

  • demonstrate the power of global connectivity in classrooms, schools, institutions of informal learning and universities around the world
  • introduce others to the collaborative tools, resources and projects that are available to educators today
  • to focus attention on the need for developing globally competent students and teachers throughout the world

Global Collaboration Day will take place on September 15 in participant time zones. Classrooms, schools, and organizations will design and host engaging online activities for others to join. Events will range from mystery location calls to professional development events to interviews with experts. All events will be collated in an online calendar viewable in participants’ individual time zones. Participants will be connected on Twitter via the hashtag #globaled16.

An optional new activity this year will be the Great Global Project Challenge. Between now and October 1, 2016, global educators will design collaborative projects using a variety of platforms in which other students and teachers may participate during the course of the 2016-2017 school year. The objective is to create and present as many globally connective projects for students and educators as possible. The final deadline for submissions into our project directory is October 1, but participants are also encouraged to do an introductory activity for their project on Global Collaboration Day as well.

Global Collaboration Day is a project of the Global Education Conference Network, a free online virtual conference that takes place every November during International Education Week. GCD, along with Global Education Day at ISTE and Global Leadership Week, are events designed to connect educators and keep global conversations going year round.

For more information about Global Collaboration Day, please visit our main web site. A digital flyer is also available for distribution.

Follow us on social media:

 

Help us spread the word. Here are some sample Tweets:

  • Join us for Global Collaboration Day! Details here: http://bit.ly/2016GCD #globaled16
  • YOUR ORG’S TWITTER HANDLE is pleased to partner with @GlobalEdCon and educators around the globe for Global Collaboration Day: http://bit.ly/2016GCD
  • Are you an education leader? Inspire global collaboration on Global Collaboration Day 9/15. http://bit.ly/2016GCD #globaled16
  • Learn more about participating in the Global Collaboration Day celebration: http://bit.ly/2016GCD #globaled16
  • Project hosts are sought for Global Collaboration Day. Details here: http://bit.ly/2016GCD #globaled16

 

Logos and Badges for Participants, Hosts, Partners and Sponsors are located here: http://bit.ly/gcdimages

Interested in serving as an outreach partner?


Send an email to Lucy Gray (lucy@globaledevents.com) indicating your interest. Include information on how you can help us get the word out to networks with 5000 members or more.

over-achieving students ignored

Age-Based, Grade-Level System Ignores Huge Numbers of Over-Achieving Students

By Dian Schaffhauser 08/23/16

https://thejournal.com/articles/2016/08/23/age-based-grade-level-system-ignores-huge-numbers-of-over-achieving-students.aspx

How Can So Many Students Be Invisible? Large Percentages of American Students Perform Above Grade Level,” produced in the Institute of Education Policy at Johns Hopkins University, examined data sets from five sources: the Common Core-based Smarter Balanced assessments in Wisconsin and California, Florida’s standards assessments, the Northwest Evaluation Association’s (NWEA) Measures of Academic Progress (MAP) and the National Assessment of Educational Progress (NAEP).

between 15 percent and 45 percent of students enter elementary classrooms each fall learning above grade level. The result is that they’re not challenged enough in school, and teacher time and school resources are wasted in trying to teach them stuff they already know.

The entire report is available on the institute’s website. http://education.jhu.edu/edpolicy/commentary/PerformAboveGradeLevel

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more on gifted students in this IMS blog

https://blog.stcloudstate.edu/ims?s=gifted

gradecraft is lms plus gaming

An LMS to Support ‘Gameful’ Learning

Seeking to bring the qualities of well-designed games to pedagogical assessment, the University of Michigan created a learning management system that uses gaming elements such as competition, badges and unlocks to provide students with a personalized pathway through their courses.

By David Raths 08/24/16

https://campustechnology.com/articles/2016/08/24/an-lms-to-support-gameful-learning.aspx

UM School of Information and School of Education

a new type of learning management system called GradeCraft. GradeCraft borrows game elements such as badges and unlocks to govern students’ progress through a course. With unlocks, for example, you have to complete a task before moving to the next level.

Written in Ruby on Rails and hosted on Amazon Web Services, GradeCraft was created by a small team of students and faculty with additional software support from Ann Arbor-based developer Alfa Jango. Their work received support from UM’s Office of Digital Education and Innovation and the Office of the Provost. GradeCraft can work as a stand-alone platform or in conjunction with a traditional LMS via the LTI (Learning Tools Interoperability) protocol.

Here is how it works: Instructors create a course shell within GradeCraft (similar to the process with any LMS). Students use a tool called the “Grade Predictor” to plan a personalized pathway through the course, making predictions about both what they will do and how they will perform. When assignments are graded, predictions turn into progress; students are then nudged to revisit their semester plan, reassessing what work is available and how well they need to do to succeed overall. Students are able to independently choose an assessment pathway that matches their interests within the framework of learning objectives for the course.

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more on LMS in this blog

https://blog.stcloudstate.edu/ims?s=gaming

more on gaming in this blog

https://blog.stcloudstate.edu/ims?s=lms

more on badges in this blog

https://blog.stcloudstate.edu/ims?s=badges

Math Practice Apps

10 Useful Math Practice Apps for Elementary Students

G+ link: https://plus.google.com/+Educatorstechnology/posts/jZubiBmQLZL
1- Math Puppy

2- My Math Flashcards

3- MathBoard

4- Motion Math

5- Pizza Fractions
6- Picture Math

7- Everyday Mathematics

8- Mathmateer

9- Geoboard

10- Chicken Coop Fraction Games

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more on technology for math lessons in this IMS blog

https://blog.stcloudstate.edu/ims?s=math

Ethical Considerations For Using Virtual Reality

Five Ethical Considerations For Using Virtual Reality with Children and Adolescents

Five Ethical Considerations For Using Virtual Reality with Children and Adolescents

G+ link https://plus.google.com/+TessPajaron/posts/8YYgjoPrQvq

In an address to the VRX conference in San Francisco, noted game developer and tech wizard, Jesse Schell predicted that over 8 million VR gamer headsets will be sold in 2016. Facebook purchased Oculus Rift, presumably laying the groundwork for a future where friends and family will interact in rich virtual spaces. All the major players, including Microsoft, Sony, Samsung, Google and an HTC and Valve partnership are jostling for the consumer headset market.

Experimenting with VR in his classes as part of a project piloted by Seattle-based foundry10, a privately funded research organization that creates partnerships with educators to implement, research and explore the various intersections of emerging technologies and learning, including VR..

And the technology’s potential for good is vast. It has already been used to help with autism, improve personal financial management, treat PTSD and manage pain. More and more news outlets, including the New York Times, are adopting immersive journalism, where news stories can be experienced through VR.

As an educational tool, VR might prove transformative. Google Expeditions allows students to take over 100 virtual journeys from ancient Rome to the surface of Mars. It might also have a big impact on social emotional learning (SEL), as VR’s unique ability to produce empathy recently led Wired magazine to explore its potential as “the ultimate empathy machine”. Addressing a persistent anxiety, Suter used Samsung Gear’s Public Speaking Simulator to successfully prepare a few nervous students for class presentations, reporting they felt “much more calm” during the live delivery.

Ethical Considerations

In a recently published article, researchers Michael Madary and Thomas K. Metzinger from Johannes Gutenberg University in Germany review a series of ethical considerations when implementing VR. The illusion of embodiment may provide VR’s greatest value to education, but also lies at the heart of its ethical implementation. Madary and Metzinger believe that VR is not just an evolution from television and video game screens, but a revolution that will have an enormous social impact. In their paper, they claim that:

VR technology will eventually change not only our general image of humanity but also our understanding of deeply entrenched notions, such as “conscious experience,” “selfhood,” “authenticity,” or “realness.”

It’s important to remember that many current VR uses in schools, like Google Expeditions, are not interactive VR, but simply 360-degree video experiences. In these cases, students experience immersive 3D pictures or panoramas, but do not deeply interact with the content. The illusion of embodiment is a product of interactive content and motion tracking, where users can alter and affect their environment and engage with others who share their virtual space. Headsets like the Vive and Occulus Rift fall under this latter category, but it won’t be long before most, if not all, consumer oriented VR technology will be completely immersive and interactive.

1. Long-Term Effects and Prolonged Exposure

2. The Impact of Environment on Agency and Behavior

3. Aggravating Preexisting Psychological or Emotional Issues

4. (Un)Reality and Diminished Real World Interactions

5. Privacy and Data Gathering

 

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more on virtual reality in this IMS blog

https://blog.stcloudstate.edu/ims?s=virtual+reality

interview q/s for school leaders

Interview Questions for 1:1 School Leaders

http://www.edurolearning.com/interview-questions-for-school-leaders/

found in G+ https://plus.google.com/+JeffUtechtEd/posts/Vys7LxSjzuW

help administrators as they start hiring for their 1:1 environment with some questions they can ask during the interview process.

Questions for teachers entering a 1:1 school

What computer platform are you most comfortable with, Mac, PC or tablet?

Why do you want to work in a 1:1 school?

What particular challenges and learning opportunities excite you about working in a 1:1 school like ours?

Being able to look up information and resources on the web is an important skill. Explain how you go about looking up information on the web. How do you verify that the information you find is trustworthy and of use to you and your students?

Knowing we are a 1:1 school and that we expect students to use their laptops for learning, what is something that you would start learning and thinking about today to prepare you for this new learning environment?

At what times do you feel that it would be appropriate to have “lids down”?  When do you believe a laptop is not a tool for appropriate use?

How comfortable are you with using online resources in your classroom? What are some resources you’ve used in the past? How have you found these resources?

Tell me how you think the future you are preparing children for will be different?

How often do you/have you taken part in technology Professional Development opportunities?

Do you read any professional magazines or educational blogs as part of your own PD? If so, which ones?

What apps do you use to curate information?

What apps do you use to curate information?

Do you have a Personal Learning Network? If so, can you tell me a story of how you learn from your network.

How often do others come to you for guidance in using technology? Do you offer guidance when not asked? If so, describe how you did this recently?

education fora in Europe

Education and School Leadership Symposium 2017(September 6th to 8 th, 2017 in Zug, Switzerland):

European Association for the Education of Adults

  1. Education and School Leadership Symposium 2017

1.1 Theme of the Plenary Program

The theme of the plenary program will be:

Building/Education 5.0? The Future of Learning, the Future of Schools

1.2 Themes of the Parallel Program

Thursday features a parallel program with four workshop sessions and four presentation sessions, grouped according to the following themes which will be further modified in the CfP in September:

–              Participation and Democracy in Education

–              Learning Strategies and Instruction

–              Human Resource Management / Professionalization of Educational Actors

–              Health

–              Leadership Development

–              Migration and Education

–              School Turnaround

–              Governance and Educational Policy

–              Collaboration, Networked Systems and System Leadership

1.4 Pre-Conference: International Seminar

As a pre-conference, the «International Seminar» takes place September 5-6, 2017. It mainly addresses international guests and those who want to network internationally in a more intimate atmosphere. Emphasis is put on the exchange of knowledge and experiences across countries and the discussion of challenges.

Groups of school leaders who participate in professional development programs are particularly welcome. As last time, we already have a few groups who signed up for 2017.

Besides a presentation of the Swiss school system(s), participants will have the opportunity to visit local schools in the canton of Zug.

You can find more information at:

http://www.EducationSymposium.net/program/pre-conference/

Additional information at:

http://www.EduLead.net

http://www.Bildungsmanagement.net

http://www.EducationSysmposium.net

http://www.SchoolLeadershipSymposium.net

Follow us on Twitter: @HuberEduLead http://www.twitter.com/huberedulead

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