Searching for "media literacy"

IM 690 Intro to AR merge cube

IM 690 Virtual Reality and Augmented Reality

A little bit of humor, before we start: Actual Reality Goggles:

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A new competitor to #vr #virtualreality in @edtech 🤦🏽‍♂️ @scsuvizlab

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Merge Cube: Intro to AR (Augmented Reality)

    1. What is Merge Cube
    2. Why do we need to know it

The Mobile Future of Augmented Reality from Qualcomm Wireless Evolution
  1. How does it work

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#mergecube instruction session w Mark Gill and Alan Srock : Tue, Oct. 22, 11 AM, Miller Center 205. @stcloudstate more info at https://blog.stcloudstate.edu/IMS/2019/10/15/merge-cube-workshop-at-SCSU. @scsualumni @scsu_involvement @scsuambassadors @scsuatwood @scsustudentgovernment @scsu_soe @scsusota @scsucose @scsu_honors @scsusopa @scsu_greek_life

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6 min video explaining how to start the cube

Mark Gill merge cube workshop of October 22, 2019:
https://minnstate.zoom.us/rec/share/_-FwEpGh_ElJR4XBtG3US4M7Ranreaa80yZI__sMnk-vRzQElwtvUlSuWY7tTT22

Creating Merge Cube objects, Mark Gill video tutorial (password in your D2L course

https://blog.stcloudstate.edu/ims/2019/10/17/mark-gill-how-to-mergecube/

More information on Merge Cube and comparison with other AR devices:

https://blog.stcloudstate.edu/ims/2019/08/08/sources-to-intro-vr/

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  1. AR with a telephone

Mark Gill explains creation of AR objects to students in an Unity workshop

SCSU AR Library Tour:

  1. Microsoft Hololens
    SCSU SOE graduate students’ experience with Hololens:



Seeing it through Hololens:

  1. Microsoft Hololens 2

How to setup a Hololens

Advanced Hololens with Unity:

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More resources (advanced):

  1. Introduction to AR with Unity3D from Andreas Blick

I
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Plamen Miltenoff, Ph.D., MLIS
Professor
320-308-3072
pmiltenoff@stcloudstate.edu
http://web.stcloudstate.edu/pmiltenoff/faculty/
schedule a meeting: https://doodle.com/digitalliteracy
find my office: https://youtu.be/QAng6b_FJqs

Zotero workshop

We have openings in the upcoming Zotero workshop:

What: Zotero and comparison with similar bibliographic tools (e.g. Mendeley)
When: Tuesday, January 27, 9:30AM
Where: Zoom session: https://minnstate.zoom.us/my/zotero (9107443388)

Hands-on session for installation and introduction to using Zotero to organize your sources, in-text cite them and compile bibliography.

If you prefer F2F to online, we meet in MC 205. Here directions to MC 205: https://youtu.be/jjpLR3FnBLI

If day/time not convenient for you, please schedule a meeting: https://doodle.com/digitalliteracy

Zotero for Edublog
https://gouldguides.carleton.edu/c.php?g=146876&p=3221443

Zotero for NVivo

How to cite book chapter:

How to organize PDF in Zotero with ZotFile.com

Contact pmiltenoff@stcloudstate.edu
and/or via social media:
https://www.facebook.com/InforMediaServices/posts/2507587592685056
https://twitter.com/SCSUtechinstruc/status/1221849674895843330
https://www.instagram.com/p/B71PvMsp8p3/

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more info
https://elearningindustry.com/12-best-free-online-bibliography-and-citation-tools

How to add Zotero Word Plugin:
https://www.zotero.org/support/word_processor_integration

http://libguides.northwestern.edu/zotero/word

How to add Zotero to Google Docs:

http://libguides.northwestern.edu/zotero/google

 

fake news prevention

https://www.edsurge.com/news/2019-12-27-fighting-fake-news-in-the-classroom

PISA scores were recently released, and results of the international test revealed that only 14 percent of U.S. students were able to reliably distinguish between fact and opinion.

according to Pew Research Center, 68 percent of American adults get their news from social media—platforms where opinion is often presented as fact. While Facebook and other social media outlets have pledged to tackle fake news, the results are lackluster.

Even on seemingly-serious websites, credibility is not a given. When I was in middle and high school, we were taught that we could trust .org websites. Now, with the practice of astroturfing, responsible consumers of information must dig deeper and go further to verify the legitimacy of information. https://www.merriam-webster.com/dictionary/astroturfing

Experiences like these, where students are challenged to consider the validity of information and sort what’s real from what’s fake, would better prepare them not only to be savvier consumers of news, but also to someday digest contradictory information to make complicated decisions about their own health care, finances or civic engagement.

freely available resources to help educators teach how to vet information and think critically about real-world topics.

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more fake news in this IMS blog
https://blog.stcloudstate.edu/ims?s=%23fakenews

Innovative Pedagogy

Rebecca Ferguson
  • Senior lecturer in the Institute of Educational Technology (IET) at The Open University in the UK
  • Senior fellow of the Higher Education Academy
TODAY, Thursday at 1:00 PM CT
JOIN HERE
This Week:
An interactive discussion on the Innovating Pedagogy 2019 report from The Open University
About the Guest
Rebecca is a senior lecturer in the Institute of Educational Technology (IET) at The Open University in the UK and a senior fellow of the Higher Education Academy. Her primary research interests are educational futures, and how people learn together online and I supervise doctoral students in both these areas.
Rebecca worked for several years as a researcher and educator on the Schome project, which focuses on educational futures, and was also the research lead on the SocialLearn online learning platform, and learning analytics lead on the Open Science Lab (Outstanding ICT Initiative of the Year: THE Awards 2014). She is currently a pedagogic adviser to the FutureLearn MOOC platform, and evaluation lead on The Open University’s FutureLearn MOOCs. She is an active member of the Society for Learning Analytics Research, and have co-chaired many learning analytics events, included several associated with the Learning Analytics Community Exchange (LACE), European Project funded under Framework 7.
Rebecca’s most recent book, Augmented Education, was published by Palgrave in spring 2014.
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My notes
innovative assessment is needed for innovative pedagogy.
Analytics. what is I want to know about my learning (from the learner’s perspective)
Ray Garcelon
How is “stealth assessment” unique compared to formative assessment?
students teaching robots
learning analytics, Rebecca is an authority.
how to assess resources are trustworthy, fake news and social media, navigating post-truth society
how to advance the cause of empathy through technological means
gamification. XR safer environment. digital storytelling and empathy.
poll : learning with robots –
digital literacy and importance for curriculum primary, secondary and post secondary level.
digital literacy is changing every year;
drones
Buckingham Shum, S., & Ferguson, R. (2012). Social Learning Analytics. Educational Technology & Society, 15(3), 3–26.https://mnpals-scs.primo.exlibrisgroup.com/discovery/fulldisplay?docid=ericEJ992500&context=PC&vid=01MNPALS_SCS:SCS&search_scope=MyInst_and_CI&tab=Everything&lang=en
Mor, Y., Ferguson, R., & Wasson, B. (2015). Editorial: Learning design, teacher inquiry into student learning and learning analytics: A call for action. British Journal of Educational Technology, 46(2), 221–229. https://doi.org/10.1111/bjet.12273
Rebecca Ferguson. (2014). Learning Analytics: drivers, developments and challenges. TD Tecnologie Didattiche, 22(3), 138–147. https://doi.org/10.17471/2499-4324/183
Hansen, C., Emin, V., Wasson, B., Mor, Y., Rodriguez-Triana, M., Dascalu, M., … Pernin, J. (2013). Towards an Integrated Model of Teacher Inquiry into Student Learning, Learning Design and Learning Analytics. Scaling up Learning for Sustained Impact – Proceedings of EC-TEL 2013, 8095, 605–606. https://doi.org/10.1007/978-3-642-40814-4_73
how to decolonize educational technology: MOOCs coming from the big colonial powers, not from small countries. Video games: many have very colonial perspective
strategies for innovative pedagogies: only certainly groups or aspects taking into account; rarely focus on support by management, scheduling, time tabling, tech support.

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more on future trends in this IMS blog
https://blog.stcloudstate.edu/ims?s=future+trends

Literature on Digital Humanities

Burdick, A. (2012). Digital humanities . Cambridge, MA: MIT Press.

https://mnpals-scs.primo.exlibrisgroup.com/discovery/fulldisplay?docid=alma990078472690104318&context=L&vid=01MNPALS_SCS:SCS&search_scope=MyInst_and_CI&tab=Everything&lang=en

digital humanities is born f the encounter between traditional humanities and computational methods.

p. 5. From Humanism to Humanities
While the foundations of of humanistic inquiry and the liberal arts can be traced back in the west to the medieval trivium and quadrivium, the modern and human sciences are rooted in the Renaissance shift from a medieval, church dominated, theocratic world view to be human centered one period the gradual transformation of early humanism into the disciplines that make up the humanities today Was profoundly shaped by the editorial practices involved in the recovery of the corpus of works from classical antiquity

P. 6. The shift from humanism to the institution only sanctioned disciplinary practices and protocols that we associate with the humanities today is best described as a gradual process of subdivision and specialization.
P. 7. Text-based disciplines in studies (classics, literature, philosophy, the history of ideas) make up, from the very start, the core of both the humanities and the great books curricular instituted in the 1920s and 1930s.
P. 10. Transmedia modes of argumentation
In the 21st-century, we communicate in media significantly more varied, extensible, and multiplicative then linear text. From scalable databases to information visualizations, from video lectures to multi-user virtual platforms serious content and rigorous argumentation take shape across multiple platforms in media. The best digital humanities pedagogy and research projects train students both in “reading “and “writing “this emergent rhetoric and in understanding how the reshape and three model humanistic knowledge. This means developing critically informed literacy expensive enough to include graphic design visual narrative time based media, and the development of interfaces (Rather then the rote acceptance of them as off-the-shelf products).
P. 11. The visual becomes ever more fundamental to the digital humanities, in ways that compliment, enhance, and sometimes are in pension with the textual.
There is no either/or, no simple interchangeability between language and the visual, no strict sub ordination of the one to the other. Words are themselves visual but other kinds of visual constructs do different things. The question is how to use each to its best effect into device meaningful interpret wing links, to use Theodor Nelson’s ludic neologism.
P. 11. The suite of expressive forms now encompasses the use of sound, motion graphics, animation, screen capture, video, audio, and the appropriation and into remix sink of code it underlines game engines. This expanded range of communicative tools requires those who are engaged in digital humanities world to familiarize themselves with issues, discussions, and debates in design fields, especially communication and interaction design. Like their print predecessors, form at the convention center screen environments can become naturalized all too quickly, with the results that the thinking that informed they were designed goes unperceived.

p. 13.

For digital humanists, design is a creative practice harnessing cultural, social, economic, and technological constraints in order to bring systems and objects into the world. Design in dialogue with research is simply a picnic, but when used to pose in frame questions about knowledge, design becomes an intellectual method. Digital humanities is a production based in Denver in which theoretical issues get tested in the design of implementations and implementations or loci after your radical reflection and elaboration.
Did you thaw humanists have much to learn from communication and media design about how to juxtapose and integrate words and images create hire he is of reading, Forge pathways of understanding, deployed grades in templates to best effect, and develop navigational schemata that guide in produce meaningful interactions.
P. 15.  The field of digital digital humanities me see the emergence of polymaths who can “ do it all” : Who can research, write, shoot, edit, code, model, design, network, and dialogue with users. But there is also ample room for specialization and, particularly, for collaboration.
P. 16. Computational activities in digital humanities.
The foundational layer, computation, relies on principles that are, on the surface, at odds with humanistic methods.
P. 17. The second level involves processing in a way that conform to computational capacities, and this were explored in the first generation of digital scholarship and stylometrics, concordance development, and indexing.
P. 17.
Duration, analysis, editing, modeling.
Duration, analysis, editing, and modeling comprise fundamental activities at the core of digital humanities. Involving archives, collections, repositories, and other aggregations of materials, duration is the selection and organization of materials in an interpretive framework, argument, or exhibit.
P. 18. Analysis refers to the processing of text or data: statistical and quantitative methods of analysis have brought close readings of texts (stylometrics and genre analysis, correlation, comparisons of versions for alter attribution or usage patterns ) into dialogue with distant reading (The crunching cuff large quantities of information across the corpus of textual data or its metadata).
Edit think has been revived with the advent of digital media and the web and to continue to be an integral activity in textual as well as time based formats.
P. 18. Model link highlights the notion of content models- shapes of argument expressed in information structures in their design he digital project is always an expression of assumptions about knowledge: usually domain specific knowledge given an explicit form by the model in which it is designed.
P. 19.  Each of these areas of activity- cure ration, analysis, editing, and modeling is supported by the basic building blocks of digital activity. But they also depend upon networks and infrastructure that are cultural and institutional as well as technical. Servers, software, and systems administration are key elements of any project design.
P. 30. Digital media are not more “evolved” have them print media nor are books obsolete; but the multiplicity of media in the very processes of mediation entry mediation in the formation of cultural knowledge and humanistic inquiry required close attention. Tug link between distant and clothes, macro and micro, and surface in depth becomes the norm. Here, we focus on the importance of visualization to the digital humanities before moving on to other, though often related, genre and methods such as Locative investigation, thick mapping, animated archives, database documentaries, platform studies, and emerging practices like cultural analytics, data mining and humanities gaming.
P. 35. Fluid texture out what he refers to the mutability of texts in the variants and versions Whether these are produced through Authorial changes, anything, transcription, translation, or print production

Cultural Analytics, aggregation, and data mining.
The field of cultural Analytics has emerged over the past few years, utilizing tools of high-end computational analysis and data visualization today sect large-scale coach data sets. Cultural Analytic does Not analyze cultural artifacts, but operates on the level of digital models of this materials in aggregate. Again, the point is not to pit “close” hermeneutic reading against “distant” data mapping, but rather to appreciate the synergistic possibilities and tensions that exist between a hyper localized, deep analysis and a microcosmic view

p. 42.

Data mining is a term that covers a host of picnics for analyzing digital material by “parameterizing” some feature of information and extract in it. This means that any element of a file or collection of files that can be given explicit specifications,  or parameters, can be extracted from those files for analysis.
Understanding the rehtoric of graphics is another essential skill, therefore, in working at a skill where individual objects are lost in the mass of processed information and data. To date, much humanities data mining has merely involved counting. Much more sophisticated statistical methods and use of probability will be needed for humanists to absorb the lessons of the social sciences into their methods
P. 42. Visualization and data design
Currently, visualization in the humanities uses techniques drawn largely from the social sciences, Business applications, and the natural sciences, all of which require self-conscious criticality in their adoption. Such visual displays including graphs and charts, may present themselves is subjective or even unmediated views of reality, rather then is rhetorical constructs.

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Warwick, C., Terras, M., & Nyhan, J. (2012). Digital humanities in practice . London: Facet Publishing in association with UCL Centre for Digital Humanities.

https://mnpals-scs.primo.exlibrisgroup.com/discovery/fulldisplay?docid=alma990078423690104318&context=L&vid=01MNPALS_SCS:SCS&search_scope=MyInst_and_CI&tab=Everything&lang=en

 

School Safety and Student Wellbeing

CALL FOR CHAPTER PROPOSALS
Proposal Submission Deadline: February 12, 2019
Leveraging Technology for the Improvement of School Safety and Student Wellbeing
A book edited by Dr. Stephanie Huffman, Dr. Stacey Loyless, Dr. Shelly Allbritton, and Dr. Charlotte Green (University of Central Arkansas)

Introduction
Technology permeates all aspects of today’s school systems. An Internet search on technology in schools can generate millions of website results. The vast majority of these websites (well over 8,000,000 results for one simple search) focuses on advice, activities, and uses of technology in the classroom. Clearly teaching and learning with technology dominates the literature and conversations on how technology should or could be used in classroom settings. A search on school safety and technology can produce more than 3,000,000 results with many addressing technological tools such as video cameras, entry control devices, weapon detectors, and other such hardware. However, in recent times, cyberbullying appears to dominate the Internet conversations in references to school safety. With an increase in school violence in the past two decades, school safety is a fundamental concern in our nation’s schools. Policy makers, educators, parents, and students are seeking answers in how best to protect the physical, emotional, and social well-being of all children.

 

Objective of the Book
The proposed edited book covers the primary topic of P-12 school safety and the use of technology and technology used for fostering an environment in which all students can be academically successful and thrive as global citizens.  School safety is defined as the physical, social, and emotional well-being of children. The book will comprise empirical, conceptual and case based (practical application) research that craft an overall understanding of the issues in creating a “safe” learning environment and the role technology can and should play; where a student’s well-being is valued and protected from external and internal entities, equitable access is treasured as a means for facilitating the growth of the whole student, and policy, practices, and procedures are implemented to build a foundation to transform the culture and climate of the school into an inclusive nurturing environment.

 

Target Audience
The target audience is leadership and education scholars, leadership practitioners, and technology coordinators.  This book will be used as a collective body of work for the improvement of K-12 schools and as a tool for improving leadership and teacher preparation programs. School safety is a major concern for educators.  Technology has played a role in creating unsafe environments for children; however it also is an avenue for addressing the challenges of school safety

Recommended topics include, but are not limited to, the following:

Section I – Digital Leadership

  • Technology as a Climate and Cultural Transformation Tool
    • School Leadership in the Digital Age: Building a Shared Vision for all Aspects of Learning and Teaching
  • Ensuring Equity within a “One to One” Technology Framework
    • Infrastructure within Communities
    • Accessible WiFi for Low SES Students
    • Developing Culturally Responsive Pedagogy
  • Professional Development for School Leaders

Section II – Well Being

  • Social Media and School Safety: Inputs and Outputs
    • Tip lines: Crime, Bullying, Threats
    • Communication and Transparency
    • Platform for Social Justice
  • Teaching Strategies to Promote Healthy Student Interactions in Cyberspace (Digital Citizenship?)
    • Building Capacity and Efficacy, Platform to lower incidence of Cyber-Bullying, Boosting Instructional Engagement
  • Literacy and Preparedness for the Influence and Consequence of Digital Media Marketing Campaigns directed toward Children, Adolescents, and Teens.
  • Pioneering Innovative Technology Program in Curriculum: Fostering “Belonging” beyond Athletics & Arts.

Section III- Infrastructure Safety

  • Campus/Facility Safety and Security
    • Rural Schools vs. Urban Schools
    • Digital A/V Systems
    • Background Check – Visitor Registration (i.e. Raptor)
  • Network Security Systems and Protocols
    • User Filtering and Monitoring
    • Firewalls
  • Policy
    • Appropriate use policies
    • Digital Citizenship
    • Web development policy
    • Privacy
    • Intellectual Property & Copyright

Section IV – Academic Success

  • Professional Development for Classroom Teachers
    • Pedagogical Integration of Technology
    • Instructional Coaching for Student Engagement
    • Increase Rigor with Technology
    • Competence in the Blended/Hybrid/Flipped Classroom
  • Technology to enhance learning for all
    • Assistive Technology
    • Accessibility issues
    • Internet access for Low SES Students in the Blended/Hybrid/Flipped Classroom
  • Personal Learning Design
    • Differentiation for Student Efficacy
    • Strategies for Increasing Depth of Knowledge
    • Design Qualities for Enhanced Engagement

Submission Procedure
Researchers and practitioners are invited to submit on or before February 12, 2019, a chapter proposal of 1,000 to 2,000 words clearly explaining the purpose, methodology, and a brief summary findings of his or her proposed chapter. Authors will be notified by March 12, 2019 about the status of their proposals and sent chapter guidelines. Full chapters are expected to be submitted by June 12, 2019, and all interested authors must consult the guidelines for manuscript submissions at http://www.igi-global.com/publish/contributor-resources/before-you-write/ prior to submission. See Edited Chapter Template. All submitted chapters will be reviewed on a double-blind review basis. Contributors may also be requested to serve as reviewers for this project.

Note: There are no submission or acceptance fees for manuscripts submitted to this book publication, Leveraging Technology for the Improvement of School Safety and Student Wellbeing. All manuscripts are accepted based on a double-blind peer review editorial process.

All proposals should be submitted through the eEditorial Discovery®TM online submission manager. USE THE FOLLOWING LINK TO SUBMIT YOUR PROPOSAL.  https://www.igi-global.com/publish/call-for-papers/call-details/3709

Publisher
This book is scheduled to be published by IGI Global (formerly Idea Group Inc.), an international academic publisher of the “Information Science Reference” (formerly Idea Group Reference), “Medical Information Science Reference,” “Business Science Reference,” and “Engineering Science Reference” imprints. IGI Global specializes in publishing reference books, scholarly journals, and electronic databases featuring academic research on a variety of innovative topic areas including, but not limited to, education, social science, medicine and healthcare, business and management, information science and technology, engineering, public administration, library and information science, media and communication studies, and environmental science. For additional information regarding the publisher, please visit http://www.igi-global.com. This publication is anticipated to be released in 2020.

Important Dates
February 12, 2019: Proposal Submission Deadline
March 12, 2019: Notification of Acceptance
June 12, 2019: Full Chapter Submission
August 10, 2019: Review Results Returned
August 10, 2019: Final Acceptance Notification
September 7, 2019: Final Chapter Submission

Inquiries can be forwarded to
Dr. Stephanie Huffman
University of Central Arkansas
steph@uca.edu or 501-450-5430

fact-check information

One Gut Check and Four Steps Students Can Apply to Fact-Check Information

https://www.kqed.org/mindshift/49580/one-gut-check-and-four-steps-students-can-apply-to-fact-check-information  

Stanford University report found that more than 80 percent of middle schoolers didn’t understand that the phrase “sponsored content” meant “advertising.”

  1. Check for previous work: Look around to see if someone else has already fact-checked the claim or provided a synthesis of research. [Some places to look: Wikipedia, Snopes, Politifact and NPR’s own Fact Check website.]
  2. Go upstream to the source: Most web content is not original. Get to the original source to understand the trustworthiness of the information. Is it a reputable scientific journal? Is there an original news media account from a well-known outlet? If that’s not immediately apparent, then move to step 3.
  3. Read laterally: Once you get to the source of a claim, read what other people say about the source (publication, author, etc.). The truth is in the network.
  4. Circle back: If you get lost, or hit dead ends or find yourself going down a rabbit hole, back up and start over.

Caulfield is also the director of the Digital Polarization Initiative of the American Association of State Colleges and Universities‘s American Democracy Project. Starting this spring, the initiative will bring at least 10 universities together to promote web literacy.

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more on fake news in this IMS blog
https://blog.stcloudstate.edu/ims?s=fake+news

Future of Libraries with Instructional Design

Library 2.019 virtual mini-conference, “Shaping the Future of Libraries with Instructional Design

Wednesday, March 13th, from 12:00 – 3:00 pm US Pacific Daylight Time (click https://www.timeanddate.com/worldclock/fixedtime.html?msg=Library+2.019+ID&iso=20190313T12&p1=283&ah=3 to see in your local time zone).

Here are the links to the recordings of the sessions:
https://www.library20.com/page/recordings-id (you must be logged in)

This is a free event, thanks to our founding conference sponsor: School of Information at San José State University.

ATTENDING: We will send links for attending the conference a day or two before the event.

If you have friends or colleagues that wish to attend, this is a free event and we encourage you to share our information widely. However, please send them to the conference registration page (https://www.library20.com/instructionaldesign) rather than giving them the above link directly as it will allow us to track participation.

https://www.library20.com/instructionaldesign

https://www.library20.com/forum/categories/library-2-019-instructional-design-accepted-submissions/listForCategory

#library2019 #libraryid

Dana Bryant

Sandy Hirsch, SJSU School of Information.

Steven Bell, John Shank – integrating ID into practice. blended librarianship.

critical mass of librarians doing ID and libraries hiring IDs.

Michael Flierl
Assistant Professor of Library Science, Purdue University

Dana Bryant
Lead Instructional Technologist for Academic Technology Services, Woodruff Library, at Emory University

Lindsay O’Neill
Faculty, California State University, Fullerton’s Master of Science in Instructional Design and Technology Program

Steven J. Bell (moderator)

Associate University Librarian for Research and Instructional Services at Temple University

https://www.library20.com/page/library-2-0-schedule-gmt-4

What is ID: ID create an environment conductive to students’ success. Thoughtful and applied design. Making faculty and instructors’ life easier. Allow faculty to do what they do best.

Lindsey: solving the instructional problem with the tools at hand.

go-to ed tech? What is the hot tech right now?

Lindsey: H5P (open source) CC – licensed, Moodle, WordPress, build online tutorials for free (Isolde), Norway, well based, VR tours. Will H5P become paid? Michael: cell phones Dana: Emory VoiceThread. From the chat: Articulate365 (pricy), Kahoot, Peardeck, Yellowdig, vidgrid, Adobe Spark, Adobe POst, padlet, Groupme instead of Canvas, Vyond, Coggle, wakelet, Phinx

Suggestions for librarians who want to build ID skills. Dana: connect with the regional community if no ID on campus. Community of practice. Using ID tools, speakers outside of campus. Lindsey: teaching myself what is most interesting to me. what technologies are important. Find a learning community. Michael: repeat the others

keep up to date on ID theory and practices: Dana – ELI, OLC (Online Learning Consortium). ELearning Heroes. Lindsay: corporate word. Michael: POD

the one-shot instruction: what is the approach (q/n from the chat); Dana – ID as a services. person dedicated following up with people requested either ID class or training, open the line of communication. summative evaluation type of activity since we are failing to evaluate how well students absorbed the information. LIndsey: one-shot for basics (e.g. freshman), build scaffold program, reserved the one shot for meeting with librarians, for hands-on. Michael: work with faculty member and rewrite a program, build assessment rather then only deliver

areas of impact: subject matter librarians, working with faculty to use of the library resources, new faculty drawn in info and if not follow up, Canvas support.  Michael: librarians and ID working directly with faculty rewriting their curricula, measure it, demonstrating library need, 3000 students – correlation. document the lib contribution to student learning directly, the teaching-learning culture change. using info and data in more authentic ways. Lindsey: disconnect the way librarian teach vs faculty teach. Coordination scaffolding.

q/n from the chat. easily. how can non ID librarian can easily implement ID type:
Lindsey: new to ID? Google. Jargon and Acronyms. re framing how you see ed technology. technology as something to get the job done. no need to get fancy.
Dana: same as Lindsey. But also learning theories and learning outcomes. From ID perspective: what they will come out with by the end of the session. action words.
Michael: mindset. what students want to learn, before what I will teach. backward design – understanding by design. UDL. Grab a friend and talk through.
Tara

ed tech is not getting job done:
clickers for attendance is horrible idea.

 

from the chat:

Dee Fink’s Taxonomy of Significant Learning1

https://www.byui.edu/outcomes-and-assessment-old/the-basics/step-1-articulate-outcomes/dee-finks-taxonomy-of-significant-learning

https://www.alt.ac.uk/

Association of Talent Development

Christy Tucker’s blog – Experiencing E-Learning

https://www.issotl.com/2019

https://e-learning.zeef.com/tracy.parish

https://www.lib.umich.edu/blogs/tiny-studies/using-pilot-study-test-and-assess-new-instruction-model

http://suny.edu/emtech

I had a really interesting role in grad school where we lived in the land between tech support and pedagogical / design support.

From Rajesh Kumar Das to All panelists and other attendees: (02:38 PM)
Good to hear from mike about affective learning. In this case, could you please focus what kind of technique is approprite for what, i.e. Didactic instruction, a low-complexity teaching technique such as a “Quiz Bowl”, or Jigsaw Method as high-complexity strategy, or both.

From Hailey W. to All panelists and other attendees: (02:36 PM)
As an ID librarian and the campus LMS administrator I struggle with getting them to see that other side of my role. That I’m not just “tech support”. Anyone else? Een jsut not being tech support?

From Vickie Kline to All panelists and other attendees: (02:44 PM)
As a librarian not formally trained in ID, I think a good entry point for exploring is Universal Design for Learning. We also need to pay attention to creating accessibility materials…

From Heather Quintero to All panelists and other attendees: (02:45 PM)
I always start with ADDIE… I am formally trained in ID and am an IT trainer for librarians. ADDIE is a framework for every class I make for both live and online classes. Don’t disregard ADDIE.

From Allison Rand to All panelists and other attendees: (02:47 PM)
The Wiggins and McTighe is a great book!

ADDIE Model

From Shane to All panelists and other attendees: (02:48 PM)
++SLIS open-source course on Instructional Design for Library Instruction

From Wendy to All panelists and other attendees: (02:49 PM)
Char Booth’s USER is also a very good model

http://www.modernlearning.com

https://web.mit.edu/jbelcher/www/TEALref/Crouch_Mazur.pdf

From Roberta (Robin) Sullivan to All panelists and other attendees: (02:53 PM)
@Rachel, Peggy, Shane – an open source course is available. Check out the SUNY’s Quality by Design (QbD): Strategies for Effective Teaching and Quality Course Design at: http://suny.edu/qbd This course is available as a facilitated version at least once each semester and as a self-paced non-facilitated version in Blackboard’s CourseSites. After completing the course requirements you can earn a Digital Badge to show your accomplishment.

From Naomi Toftness to All panelists and other attendees: (02:55 PM)
Just heard the terms “deliberate innovation” vs. “desperate innovation” that totally speaks to my situation with wanting to adopt the new cool tech

++++++++++++++++++++++
BB screenshotSESSION LINK – https://sas.elluminate.com/d.jnlp?sid=2008350&password=LIB2019IDPart7 — If the session link doesn’t work for you, please copy and paste into your browser.

Session Title: Gamifying Instruction: Breakouts and Badges!

Your Name and Title: Dr. Brenda Boyer, Librarian & Instructor

Your Library, School, or Organization Name: Kutztown Sr. High School, Rutgers University

Your Twitter Handle (@name): @bsboyer

Name(s) of Co-Presenter(s): Brenda Boyer

Area of the World from Which You Will Present: Kutztown, PA

Language in Which You Will Present: English

Target Audience: Instructional Design Librarians

Short Session Description: Build engagement for your online library instruction using LMS features, Breakout boxes, and digital badges.

Session Strand (use the “tag”): {Session Strand (use the “tag”):}

Full Session Description: It’s time to amp up your library instruction! Gamifying instruction in research skills such as database usage, advanced searching, & more can increase engagement and drive independent learning for students of all ages. This session will describe how learning management system (LMS) features can be combined with digital microcredentials (i.e. badges) and breakout boxes to gamify instruction that can be otherwise deemed boring (for both the learners and the librarian!).

Link to Conference Site Session Proposal (full URL with http://): https://www.library20.com/forum/topics/gamifying-instruction-breakouts-and-badges

Other Websites / URLs Associated with Your Session:

Your Bio: Dr. Brenda Boyer is a librarian and instructional designer. She has developed online instruction for secondary learners in the Kutztown (PA) School District, as well as for graduate and professional development learners at Wilson College and Rutgers University. She designed and instructs the Rutgers graduate course, Learning Theory, Inquiry, & Instructional Design, and is a frequent presenter at AASL, Internet@Schools. She has published articles in School Library Journal, Teacher Librarian, and School Library Connection.

Email: boyer.brenda@gmail.com

notes from Brenda’s session:

are we getting the job done, is our instruction sticking, what evidence we do have?

differentiate: who is ready to do what” at what skill level? how to bring everybody up to speed?

3 elements of Digital Gamification: leverage LMS (set game levels); how digital badges are paired 3. using digital breakout boxes to push challenge, skills

each chat as prerequisite for the next. prerequisite in LMS. Each game level is module. completed with a quizz. if they pass the quiz, opens challenge.1. what is page (facts about a tool to learn about[ what the tool does, feature, etc.) 2. suppe rshort video tour (3 min max), talk about something unique 3. quick quiz (max 5 q/s from the intro page and video). pass the quiz (100 %) to unlock the challenge level. 4. challenge level. digital breakout box embedded in the LMS. breakout using Google Forms. various locks (words, letter, numbers)

Badges why?

Badgr, Credly, iDoceo

Breakout Boxes

 

 

++++++++++++++++++++++
SESSION LINK – https://sas.elluminate.com/d.jnlp?sid=2008350&password=LIB2019IDPart8 — If the session link doesn’t work for you, please copy and paste into your browser.

Session Title: Improving Library Tutorials: The Multimedia Design Principles

Your Name and Title: Darlene Aguilar, Instructional Design Librarian

Your Library, School, or Organization Name: Loyola Marymount University

Your Twitter Handle (@name): @DarleneA_ID

Name(s) of Co-Presenter(s):

Area of the World from Which You Will Present: Los Angeles, CA

Language in Which You Will Present: English

Target Audience: Reference and Instruction Librarians, Instructional Designers, Tutorial developers, Academic Librarians

Short Session Description: This session will review Mayer’s (2001) Multimedia Design Principles to help improve instructional modules, tutorials, and videos.

Session Strand (use the “tag”): {Session Strand (use the “tag”):}

Full Session Description: Librarians are creating more online modules, videos, and tutorials to teach information literacy skills. Whether designing instruction online or in-person, research-based instructional methods are required and learning Mayer’s Multimedia Design Principles is the best place to start. In this session, I will review essential prior-knowledge on image types and working memory. I will then show learners how to minimize cognitive overload using these 12 principles: multimedia, spatial contiguity, temporal contiguity, coherence, modality, redundancy, individual differences, signaling, pacing, concepts first, personalization, and human voice.

Link to Conference Site Session Proposal (full URL with http://): https://www.library20.com/forum/topics/improving-library-tutorials-the-multimedia-design-principles

Other Websites / URLs Associated with Your Session: https://linkedin.com/in/darlene-aguilar/

Your Bio: Darlene Aguilar is an Instructional Design Librarian at Loyola Marymount University where she designs and develops video tutorials and online modules on information literacy and library related topics. Additionally, she provides “best practices” training in instructional design to other LMU librarians. She graduated from the University of Southern California with a Master’s in Education for Learning Design and Technology and previously worked at LAUSD for 7 years. She strives to remove learning barriers that are embedded in instruction and curriculum and make learning accessible to all learners.

Email: darlene.aguilar@lmu.edu

notes from Darlene Aguilar session: spacial contiguity, temporal contiguity. Modality: animation + narration better then animation + text, redundancy: animation and narration then animation + narration + text

boolean operators

 

 

instructional design books

Preparing Learners for 21st Century Digital Citizenship

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.

https://er.educause.edu/articles/2018/3/digital-fluency-preparing-students-to-create-big-bold-problems

https://events.educause.edu/annual-conference/2018/agenda/ethics-and-digital-fluency-in-vr-and-immersive-learning-environments

Literacy Is NOT Enough: 21st Century Fluencies for the Digital Age (The 21st Century Fluency Series)
https://www.amazon.com/Literacy-NOT-Enough-Century-Fluencies/dp/1412987806

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.

Virtual Reality in the Classroom

Virtual Reality in the Classroom

https://edex.adobe.com/en/pd/course/2virtualreality18

About this course

Explore the principles of designing virtual reality (VR) content and how to use Adobe creative tools to create impactful VR experiences. Then learn how to apply your new digital skills to integrate VR projects into your curriculum.

Designing VR content encourages students to express their ideas through an engaging and innovative digital format. VR projects can be used effectively in all subject areas, allowing students to improve their communication skills and digital literacy while learning key content objectives.

What will I learn?

  • How using virtual reality projects in your curriculum can produce positive outcomes for you and your students
  • Best practices and principles for creating amazing virtual reality experiences
  • The technical skills to create your own virtual reality with Adobe tools (with support from expert digital media educators)
  • How to apply your new skills to integrate virtual reality projects into your curriculum
  • Collaborate with educators from around the world

Who is this course for?

This course is aimed at all educators working in primary, secondary or higher education. No prior experience with Adobe tools or digital media technologies is required.

How long is the course?

The course runs for two weeks, starting on 1st October 2018, and should take about 10 hours to complete. All coursework must be submitted by 26th October 2018.

What will it cost?

Enrollment and course completion certificate are FREE!

What software/technology will I need?

What will I receive when the course ends?

After successfully completing this course, you will receive a digital badge and course certificate that states that you have completed 10 hours of professional development.

About Adobe Education Exchange Courses

Each week of an Education Exchange collaborative course includes:

  • Design and instructional theory content, innovative and tailored for educators
  • Interactive live class session taught by expert educators and featuring guest industry experts
  • Hands-on creative assignment with personalized feedback from instructors and other educators
  • Reflective learning journal best practice
  • Community collaboration and discussion

Live Class Information

This course will include two live classes, which take place on the following days:

  • Class 1 on Wednesday October 3rd, 2018
  • Class 2 on Wednesday October 10th, 2018

Each class will take place three times; once in each of the following time zones:

  • AEST/AEDT (Sydney) from 7pm – 8pm
  • BST (London) from 7pm – 8pm
  • CDT (Chicago) from 7pm – 8pm

If you can’t make the live classes for whatever reason, don’t worry – all three iterations of each live class will be recorded and available to view here.

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