Searching for "students in vr"

SCSU at 2018 LITA Library Technology Forum

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On behalf of the 2018 LITA Library Technology Forum Committee, I am pleased to notify you that your proposal, “Virtual Reality (VR) and Augmented Reality (AR) for Library Orientation: A Scalable Approach to Implementing VR/AR/MR in Education”, has been accepted for presentation at the 2018 LITA Library Technology Forum in Minneapolis, Minnesota (November 8-10).
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Mark Gill and Plamen Miltenoff will participate in a round table discussion Friday. November 9, 3:30PM at Haytt Regency, Minneapolis, MN. We will stream live on Facebook: https://www.facebook.com/InforMediaServices/

SCSU Augmented Reality Library Tour from Plamen Miltenoff

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Notes from the Forum

Risk and Reward: Public Interest and the Public Good at the Intersection of Law, Tech, and Libraries

https://thatandromeda.github.io/forum18_schedule/

Blog: Copyright Librarian; Twitter: @CopyrightLibn

U of MN has a person, whose entire job is to read and negotiate contracts with vendors. No resources, not comfortable to negotiate contracts and vendors use this.

If you can’t open it, you don’t own it. if it is not ours… we don’t get what we don’t ask for.

libraries are now developing plenty, but if something is brought in, so stop analytics over people. Google Analytics collects data, which is very valuable for students. bring coherent rink of services around students and show money saving. it is not possible to make a number of copyright savings. collecting such data must be in the library, not outside. Data that is collected, will be put to use. Data that is collected, will be put to uses that challenge library values. Data puts people at risk. anonymized data is not anonymous. rethink our relationship to data. data sensitivity is contextual.

stop requiring MLSs for a lot of position. not PhDs in English, but people with specific skills.

perspective taking does not help you understand what others want.  connection to tech. user testing – personas (imagining one’s perspective). we need to ask, better employ the people we want to understand. in regard of this, our profession is worse then other professions.

pay more is important to restore value of the profession.

https://twitter.com/LibSkrat/status/1060925716483710976

https://docs.google.com/document/d/1lLHP2TZnmrRodSdulPPOruEeF20iwF5zw6h5aOV8ogg/edit

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Library System Migrations: Issues and Solutions 

https://drive.google.com/open?id=109w_NU3zki_A6Fukpa50zzGJdgazbVSKqf7zAoYaKsc

from Sierra to Alma. SFX. number of challenges

Stanford – Folio, Cornell, Duke and several others. https://www.folio.org/ Alma too locked up for Stanford.

Easy Proxy for Alma Primo

Voyager to OCLC. Archive space from in-house to vendor. Migration

Polaris, payments, scheduling, PC sign up.  Symphony, but discussing migration to Polaris to share ILS. COntent Diem. EasyProxy, from Millenium no Discovery Layer to Koha and EDS. ILL.

WMS to Alma. Illinois State – CARLY – from Voyager to Alma Primo. COntent Diem, Dynex to Koha.

Princeton: Voyager, migrating Alma and FOlio. Ex Libris. Finances migrate to PeopleSoft. SFX. Intota

RFPs – Request for Proposals stage. cloud and self-hosted bid.

Data Preparation. all data is standard, consistent. divorce package for vendors (preparing data to be exported (~10K). the less to migrate, the better, so prioritize chunks of data (clean up the data)

Data. overwhelming for the non-tech services. so a story is welcome. Design and Admin background, not librarian background, big picture, being not a librarian helps not stuck with the manusha (particular records)

teams and committees – how to compile a great team. who makes the decision. ORCHID integration. Blog or OneNote place to share information. touch base with everyone before they come to the meeting. the preplanning makes large meetings more productive.

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Using Design Thinking — Do we really want a makerspace? 

makerbot replicator 3d printer

one touch studio 4 ready record studio. data analytics + several rooms to schedule.

lighting turned on when USB drive inserted.

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Article Shortcuts 

2:30 – 2:50

Talk To the Phone (Because the Human Is Overwhelmed) 

Google physical web beacons, NFC lables, QR codes, Augmented Reality. magnetic position. nearby navigations

 

digital literacy ENGL 101

English 101 materials for discussion on digital literacy.

Jamie Heiman.

All materials on #DigitalLiteracy in the IMS blog here: https://blog.stcloudstate.edu/ims?s=digital+literacy

Scenario for digital literacy in English classes:

What do virtual reality, BuzzFeed quizzes and essay writing have in common?

https://www.educationdive.com/news/what-do-virtual-reality-buzzfeed-quizzes-and-essay-writing-have-in-common/527868/

July 18, 2018

high school students now create infographics, BuzzFeed-like quizzes and even virtual reality (VR) experiences to illustrate how they can research, write and express their thoughts.

technology — using sites like CoSpaces Edu and content learning system Schoology (my note: the equivalnet of D2L at SCSU) — to engage and empower her students.

Thinklink, during a session called “Virtually Not an Essay: Technological Alternatives to a standard essay assignment.” (see this blog materials on ThingLink and like here: https://blog.stcloudstate.edu/ims?s=thinglink. The author made typo by calling the app “ThinKlink, instead of ThinGlink. Also, to use Thinglink’s Video 360 editor, the free account is not sufficient and the $125/month upgrade is needed. Not a good solution for education)

Jamie: I would love to discuss with you #infographics and #Thinglink for use in your courses and the Departmental course.

Digital literacy (DL): options, ideas, possibilities

Google Expeditions AR

Google Expeditions Updated With New Augmented Reality Content

Wednesday, May 30, 2018

https://www.freetech4teachers.com/2018/05/google-expeditions-updated-with-new.html

Last summer Google added the option for students to explore the VR expeditions on their own.

Like any augmented reality app, the new AR content in Google Expeditions lets students view and manipulate digital content in a physical world context. The new AR content can be used as components in science, math, geography, history, and art lessons. Some examples of the more than 100 AR tours that you’ll now find in the app include landforms, the skeletal system, dinosaurs, ancient Egypt, the brain, and the Space Race.

To use the AR content available through Google Expeditions you will need to print marker or trigger sheets that students scan with their phones or tablets. Once scanned the AR imagery appears on the screen. (You can actually preview some of the imagery without scanning a marker, but the imagery will not be interactive or 3D). Students don’t need to look through a Cardboard viewer in order to see the AR imagery.

You can get the Google Expeditions Android app here and the iOS version here.

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more on GOogle Expeditions in this IMS blog
https://blog.stcloudstate.edu/ims?s=google+expeditions

Fortnite Craze

https://www.npr.org/2018/05/05/608164530/the-fortnite-craze-might-be-here-to-stay

In April, a PLAYlive Nation lounge in Tracy, Calif., hosted its first Fortnite tournament and sold out. Hundreds of players bought tickets to play against one another and win prizes.

Joost van Dreunen, the CEO of Superdata Research, a video game analytics firm, says most shooter games are serious and simulate violence. Fortnite, he says, is more like a friendly game of tag.

His company estimates the game has made about $223 million across all platforms in March alone. In lifetime sales, it had made about $614 million. The game is free to play, but Epic Games, the company that owns Fortnite, makes money through microtransactions. Players can spend real money to make cosmetic changes to their characters in the game. They can buy things like skins, which are like costumes, for their characters or emotes, which are celebratory dance moves their characters can do after winning or killing another player in the game.

Ninja, the gamer name taken by 26-year-old Tyler Blevins, is now a legend in the Fortnite world. He is a master at the game and rocketed into popularity after playing in an online battle with rap artists Drake and Travis Scott on March 14. That battle has been watched more than 9 million times.

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Educators Battle ‘Fortnite’ for Students’ Attention

https://www.edweek.org/ew/articles/2018/05/03/educators-battle-fortnite-for-students-attention.html

Many educators want to ban the game from their classrooms, but some are taking the opposite approach, attempting to weave students’ interest in Fortnite into class discussions and assignments.

Nick Fisher, a science teacher at Fort Zumwalt North High School in O’Fallon, Mo., said his students like to take screenshots of gameplay and send them to friends over Snapchat. Teenagers want to broadcast their victories, and because the game is on their phones, it’s easy to post updates to social media, making Fortnite “the perfect concoction of addiction,” said Fisher.

North High blocks all social media and gaming sites on its WiFi, said Fisher, but students tell him how they circumvent the restriction: They use virtual private networks, or VPNs, to establish independent internet connections. (Dozens of YouTube videos provide step-by-step tutorials for students looking to get around school WiFi controls.)

“Kids can’t multitask,” she said. “Even having a digital device within sight can cognitively distract the student enough that they can’t focus on the academics.”

Schools and teachers should be guiding parents when it comes to appropriate limits around screen time, said Kolb. Most parents will appreciate research-based recommendations, such as turning off all screens a set amount of time before bed, she said.

Games like Fortnite can even have social benefits, said John Velez, an assistant professor of journalism and electronic media at Texas Tech University. Velez, who studies the positive effects of video games, has found that playing violent games cooperatively with helpful teammates promotes pro-social behavior.

Chris Aviles, the coordinator of innovation, technology, and 21st century skills for the Fair Haven Public Schools in New Jersey, wrote “A Teacher’s Guide to Surviving Fortnite,” an exploration of ways the game can be used for instructional purposes. The guide, posted to his blog Teched Up Teacher, suggests how to integrate the game into writing prompts, math lessons on probability, and physics.

Aviles doesn’t advocate playing the game at school. There isn’t any educational value in letting students engage in virtual combat during a lesson, he said. Instead, teachers can build a lesson around one aspect of the game, such as having students calculate the best angle of approach as they jump from the “Battle Bus,” the floating bus that drops players onto the map at the beginning of each match.

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Instagram, Snapchat, Fortnite: The distractions are endless. Here’s how to help kids cope.

 May 14 at 9:00 AM
In January, two of Apple’s shareholder groups asked the company to look at the addictive effects of iPhones on children. Google’s recent developer conference highlighted tools to help users better control smartphone usage.
2015 survey of more than 1,800 teachers and 400 principals in Alberta, B.C., found that nearly three-fourths of teachers frequently or very frequently observed students multitasking with technology, and 67 percent of teachers believed that the number of students negatively distracted by digital technologies in the classroom was growing.
2017 study published in the journal Social Psychological and Personality Science tracked college students’ progress on their goals over the course of a semester and found that successful goal attainment was less about self-control and more about blocking and eliminating potential distractions.
The best approach is to use empathy, compassion and collaboration to help the young people in your life find ways to manage their digital workflow.
Encourage visualization for inspiration and motivation. The first step is getting students to buy in and to want to make behavioral changes.
Focus on compartmentalization. A 2009 study from Stanford researchers found that people who juggled several streams of electronic information were not able to pay attention, remember key information or switch tasks as effectively as those who completed one task at a time.
Using the Pomodoro technique of spending 25 minutes focused on one task followed by a five-minute break can be an easy way to have students begin to shift from a multitasking to a monotasking mind-set.
Make focus fun. There are now numerous ways to use technology to help us be more productive with technology, and it doesn’t have to be arduous. Students in my office use apps such as Forest or Flipd to motivate them to stay off their phones during class or when doing homework. Forest has a simple interface that will build a digital tree for users who stay off their phones. Flipd allows users to hide certain apps, allot time off their phone based on their schedule and, for a premium, track their progress over time.
Provide structured support as needed. A middle school student with whom I worked recently was relieved when his mother used the Mac OS app SelfControl to block YouTube and ESPN while he was doing his homework (Cold Turkey is a similar PC-based app).
Allow opportunities for regrouping. Even the best plans can go awry (for adults and kids alike). It’s important to focus on progress rather than perfection. Create time daily or weekly for students to think about what went well in terms of managing distractions and improving productivity, and what they would like to do better. Ask open-ended questions without judgment or expectation

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

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more on social media addiction in this IMS blog
https://blog.stcloudstate.edu/ims/2018/05/08/social-media-addiction/

2018 MN IT conference Craigun

++++++ short link http://bit.ly/Craigun2018 short link +++++++

https://guidebook.com/guide/117831/event/18107364/

FACEBOOK LIVE: https://www.facebook.com/InforMediaServices/videos/1514153152028510/

Mark Gill: https://www.facebook.com/SCSUVizLab/

Plamen Miltenoff: http://web.stcloudstate.edu/pmiltenoff/faculty/

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When a student is brilliant on the street corner but falling asleep in class, something is wrong with the schooling system

Education teched frenemies

frenemies

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VR/AR/MR and Video 360

Definitions for VR/AR/MR
https://blog.stcloudstate.edu/ims/2018/03/21/t4tl-games-and-vr-library/

Gaming and Gamification

The Intersection between IT | faculty | students during the adoption of educational technologies

digital storytelling tools

Six Good Digital Storytelling Tools In One Place

Six Good Digital Storytelling Tools In One Place

Timeline JS

The same people who created Timeline JS, Knight Lab at Northwestern University, offer five other tools for creating and publishing digital stories.

Juxtapose JS from Knight Lab is a free tool for making and hosting side-by-side comparisons of images. The tool was designed to help people see before and after views of a location, a building, a person, or anything else that changes appearance over time. Juxtapose JS will let you put the images into a slider frame that you can embed into a webpage where viewers can use the slider to reveal more or less of one of the images.

Storyline JS is one of the newer Knight Lab offerings. This beta product is designed to help students tell stories with data. The basic purpose of Storyline JS is to help students can create interactive line graphs. Students add annotations to the data points their line graphs. Those annotations are used to tell the story of the data represented in the graph.

Scene VR is another beta product from Knight Lab. The purpose of Scene VR is to enable users to stitch together panoramic images and VR images to create an immersive photo story. Stories published through Scene VR can be embedded into websites and viewed on desktop computers as well as on tablets and mobile phones.

If you want to embed audio into a written story, Soundcite JS is the tool for you. Soundcite JS lets you add audio clips to a written story. When Soundcite JS is properly used, a play button appears where you specify in the text. For example, if I wrote a story that included a scene in which a dog barks, I could have “the dog barks at the stranger” be highlighted with a play button that when clicked plays the sound of a dog barking.

StoryMap JS lets you combine elements of timelines and maps to create mapped stories. On StoryMap JS you create slides that are matched to locations on your map. Each slide in your story can include images or videos along with text. As you scroll through your story there are simple transitions between each slide. StoryMap JS integrates with your Google Drive account. To get started with StoryMap JS you have to grant it access to your Google Drive account. StoryMap JS will create a folder in your Google Drive account where all of your storymap projects will be saved. With StoryMap JS connected to your Google Drive account you will be able to pull images from your Google Drive account to use in your StoryMap JS projects. Here’s a good tutorial video made by Jan Serie Center’s Digital Liberal Arts initiative at Macalester College.

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

IM 554 discussion on GBL 2018

Course title: IM 554 Developing Skills for Online Teaching and Learning

Topic for this week: Game-based learning, Virtual Reliability, and Augmented Reality
Audience: IM Graduate students working for K12 schools or in business

7:20 to 8:20 PM, Thursday, March 29.  Instructor: Yun Claire Park

  1. What did we learn from last year: https://blog.stcloudstate.edu/ims/2017/02/22/im554-discussion-gbl/
    1. definitions and delineation of gaming and gamification
    2. the connection to BYOD
  2. What do we want to learn this year/today?
    1. more on gaming and gamification
    2. more on realities
      1. what is VR – virtual reality

Virtual reality (VR) is “a computer technology that uses virtual reality headsets or multi-
projected environments, sometimes in combination with physical environments or props, to
generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual or imaginary environment” (“Virtual Reality” n.d.) VR is accomplished by using headsets, such as HTC Vive, Oculus Rift, PlayStation VR, and Samsung Gear VR. The use of the headsets creates (and enhances) digitally constructed “reality,” thus providing excellent opportunities for simulations and learning through training and practice. Among a myriad of other definitions, Noor (2016, 34) describes Virtual Reality (VR) as “a computer-generated environment that can simulate physical presence in places in the real world or imagined worlds. The user wears a headset and through specialized software and sensors is immersed in 360- degree views of simulated worlds.”

from our book chapter: Video 360: The new type of visualization to help patrons enter the era of VR, AR and Mixed Reality (under review).

what is AR – augmented reality

“Augmented Reality (AR) supplements the physical environment with computer-generated sensory input such as sound, video, graphics, or other useful information – essentially overlaying the digital information on top of the physical world. Some consider the smartphone popular game “Pokemon Go” a form of consumer AR.”

from my book Chapter 12: VR, AR and Video 360: A Case Study Towards New Realities in Education by Plamen Miltenoff (under review)

what is MR – mixed reality

mixed reality

 

 

 

https://commons.wikimedia.org/wiki/Category:Mixed_reality#/media/File:Mixed_Reality_Scale.png

  1. Video 360
    1. how to create non-expensive VR = Video 360 degrees

A two-dimensional flat frame

 

 

 

A two-dimensional flat frame

Consumer types of cameras

Consumer types of cameras

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More information on GBL in this IMS blog:
https://blog.stcloudstate.edu/ims?s=%22game-based+learning%22

more on VR in education in this IMS blog:
https://blog.stcloudstate.edu/ims?s=virtual+reality+education

more on AE in this IMS blog
https://blog.stcloudstate.edu/ims?s=augmented+reality

Library Technology Conference 2018

Plamen Miltenoff and Mark Gill presentation: http://sched.co/E8l3

#LTC2018 #VRlib – join us for a discussion

Library Technology Conference 2018 from Plamen Miltenoff
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http://libtechconf.org/schedule/

 Keynote Speaker: Sarah T. Roberts

Commercial Content Moderation:

social media – call centers in Iowa, where agriculture is expected. not an awesome job. http://sched.co/D7pQ
Caleris as featured in New York Times.
Sarah Roberts talk about psychological effects of working at Caleris; it resembles the effect of air strikes on the drone pilots
http://www.nytimes.com/2013/02/23/us/drone-pilots-found-to-get-stress-disorders-much-as-those-in-combat-do.html
Flipping and Assessing Information Literacy
Mary Beth Sancomb-Moran
Librarian, University of Minnesota Rochester
DOI purpose for students’ research
http://ilaap.ca/ to asses the lib instruction
https://www.qualtrics.com/
4 videos 3 min each
Building Online Exhibits with the Islandora Digital Asset Management Solution

Alex Kent

Drupal based. Google Analytics like. Bookmarks. objects list can be shared through social media, email, etc. Pachyderm used to have timeline like Islandora. still images, audio, video

Library as Publisher: OpenSUNY Textbooks

Leah Root

http://sched.co/D7iS

Publishing/Web Services Developer, Milne Library, State University of New York at Geneseo
http://navigator.suny.edu/content/about
https://textbooks.opensuny.org/suny-oer-services-request/
executive board and advisory staff
jQuery
digital humanities
https://www.facebook.com/InforMediaServices/videos/1471602976283528/
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Notes from LIBTECH 2017: https://blog.stcloudstate.edu/ims/2017/03/07/library-technology-conference-2017/

SOE workshop gamification

School of Education workshop on gaming and gamification

shortlink: http://bit.ly/soegaming

Join us for a LIVE broadcast:

Live broadcast on Adobe Connect:
https://webmeeting.minnstate.edu/scsuteched
Live broadcast on Facebook:
https://www.facebook.com/events/1803394496351600

 

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:

  • at the end of the session, participants will have an idea about gaming and gamification in education and will be able to discriminate between those two powerful concepts in education
  • at the end of this session, participants will be able search and select VIdeo 360 movies for their class lessons
  • at the end of the session, participants will be able to understand the difference between VR, AR and MR.

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.

  1. Gaming in education
    Minecraft.edu
    https://blog.stcloudstate.edu/ims/2017/10/26/pedagogically-sound-minecraft-examples/
    Simcity.com

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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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  1. Gamification in education
    1. How would you define gamification of the educational process?
    2. Gaming and Gamification in academic and library settings (paper)
      Short URL: http://scsu.mn/1F008Re
      Gamification takes game elements (such as points, badges, leaderboards, competition, achievements) and applies them to a non-game setting. It has the potential to turn routine, mundane tasks into refreshing, motivating experiences (What is GBL (Game-Based Learning)?, n.d.).
      Gamification is defined as the process of applying game mechanics and game thinking to the real world to solve problems and engage users (Phetteplace & Felker, 2014, p. 19; Becker, 2013, p. 199; Kapp, 2012). Gamification requires three sets of principles: 1. Empowered Learners, 2. Problem Solving, 3. Understanding (Gee, 2005).
    3. Apply gamification tactics to existing learning task
      split in groups and develop a plan to gamify existing learning task
    4. gamification with and without technology
      https://www.thespruce.com/board-games-for-college-kids-3570593

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  1. Video 360 in the classroom (proposed book chapter)
    1. the importance of Video 360
      p. 46 Virtual Reality
      https://blog.stcloudstate.edu/ims/2017/08/30/nmc-horizon-report-2017-k12/
      p. 47 Google is bringing VR to UK kids
      http://www.wired.co.uk/article/google-digital-skills-vr-pledge
      Video 360 movies for education:
      http://virtualrealityforeducation.com/google-cardboard-vr-videos/science-vr-apps/
      Watch this movie on the big screen:

      from the web page above, choose a movie or click on this lin
      k:
      https://youtu.be/nOHM8gnin8Y (to watch a black hole in video 360)
      Open the link on your phone and insert the phone in Google Cardboard. Watch the video using Google Cardboard. 
    2. Discuss the difference between in your experience watching the movie on the big screen and using Google Cardboard. What are the advantages of using goggles, such as Google Cardboard?
      Enter your findings here:
      https://docs.google.com/document/d/1Nz42T6CaYsx8qVl9ee_IC25EyqS0A8aZcQdX2F6RMjg/edit?usp=sharing

Let’s learn more about gaming and education with Kahoot (please click on Kahoot):

https://play.kahoot.it/#/k/6c9e7368-f830-4a9c-8f5a-df1899e96665

  1. VR, AR, MR and Video 360.
    1. discuss your ideas to apply VR/AR/MR and Video 360 in real life and your profession
      https://docs.google.com/document/d/1Cq6zDXJ9xkN7h81RpiLkdflbAuX8y_my2VrbO3mZ5mM/edit?usp=sharing
  2. Creating your own games:
    https://blog.stcloudstate.edu/ims/2018/02/19/unity/

++++++ 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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For further information about Information Media:

IM Facebook Group https://www.facebook.com/groups/326983293392/
IM Facebook Page http://www.facebook.com/Informationmedia
IM Blog blog.stcloudstate.edu/im
IM LinkedIn https://www.linkedin.com/in/information-media-department-31360b28/
Twitter https://twitter.com/IM_SCSU
Youtube https://www.youtube.com/channel/UCIluhVNJLJYEJ7983VmhF8w

immersive learning

VR and AR: Learners as Creators and World Builders of Our Immersive Future

Friday, December 15, 2017https://er.educause.edu/blogs/2017/12/vr-and-ar-learners-as-creators-and-world-builders-of-our-immersive-future

By creating engaging 360° tours, students are not only learning these new tools for themselves but are also helping local organizations see the possibility of VR for marketing and public relations.

some key takeaways from the projects that we have seen:

  • Let the students lead: In all of these projects, students are taking the initiative. The institutions are providing the technology, the space, organizational vision, and in some cases, academic credit. At NYU Tandon, students organized the entire conference, doing publicity, registration, catering, and scheduling (see figure 4). They brought in a diverse group of speakers from academic, tech, and startup backgrounds. The event included TED-style spotlights, talks, workshops, and demos.
  • Don’t compromise on space: Brown University’s Granoff Center for the Creative Arts is designed to encourage cross-discipline collaboration. The Tandon event used the main auditorium and the flagship NYU MakerSpace. Space influences behavior and is crucial in driving collaboration and active participation. In addition, to produce VR and AR/MR experiences students need access to high-end technology and, in some cases, motion-capture studios and 360° cameras.
  • Create opportunities for social impact: Many of these programs are open to the local community or have been designed to have an impact outside higher education. At Emporia State, students are using VR and 360° video to help local businesses. The Gaspee Affair VR experience at Brown University will become a resource for teaching middle and high school students.
  • Showcase student work: So often in education, the work students do in a course is only seen by others in the same class. Like the example at Texas A&M, all of these experiences have a connection with their campus or larger community. VR and AR engender a level of excitement that gets students engaged with each other and encourage peer learning. It’s worth it to seek out opportunities to bring this work to community events.

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more on VR in education in this IMS blog

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

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