2018 Special Focus: Education in a Time of Austerity and Social Turbulence 21–23 June 2018 University of Athens, Athens, Greece http://thelearner.com/2018-conference
Theme 8: Technologies in Learning
Technology and human values: learning through and about technology
Crossing the digital divide: access to learning in, and about, the digital world
New tools for learning: online digitally mediated learning
Virtual worlds, virtual classrooms: interactive, self-paced and autonomous learning
Ubiquitous learning: using the affordances of the new mediaDistance learning: reducing the distance
Theme 9: Literacies Learning
Defining new literacies
Languages of power: literacy’s role in social access
Instructional responses to individual differences in literacy learning
The visual and the verbal: Multiliteracies and multimodal communications
Literacy in learning: language in learning across the subject areas
The changing role of libraries in literacies learning
Languages education and second language learning
Multilingual learning for a multicultural world
The arts and design in multimodal learning
The computer, internet, and digital media: educational challenges and responses
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PROPOSAL: Paper presentation in a Themed Session
Title
Virtual Reality and Gamification in the Educational Process: The Experience from an Academic Library
short description
VR, AR and Mixed Reality, as well as gaming and gamification are proposed as sandbox opportunity to transition from a lecture-type instruction to constructivist-based methods.
long description
The NMC New Horizon Report 2017 predicts a rapid application of Video360 in K12. Millennials are leaving college, Gen Z students are our next patrons. Higher Education needs to meet its new students on “their playground.” A collaboration by a librarian and VR specialist is testing the opportunities to apply 360 degree movies and VR in academic library orientation. The team seeks to bank on the inheriting interest of young patrons toward these technologies and their inextricable part of a rapidly becoming traditional gaming environment. A “low-end,” inexpensive and more mobile Google Cardboard solution was preferred to HTC Vive, Microsoft HoloLens or comparable hi-end VR, AR and mixed reality products.
The team relies on the constructivist theory of assisting students in building their knowledge in their own pace and on their own terms, rather than being lectured and/or being guided by a librarian during a traditional library orientation tour. Using inexpensive Google Cardboard goggles, students can explore a realistic set up of the actual library and familiarize themselves with its services. Students were polled on the effectiveness of such approach as well as on their inclination to entertain more comprehensive version of library orientation. Based on the lessons from this experiment, the team intends to pursue also a standardized approach to introducing VR to other campus services, thus bringing down further the cost of VR projects on campus. The project is considered a sandbox for academic instruction across campus. The same concept can be applied for [e.g., Chemistry, Physics, Biology) lab tours; for classes, which anticipate preliminary orientation process.
Following the VR orientation, the traditional students’ library instruction, usually conducted in a room, is replaced by a dynamic gamified library instruction. Students are split in groups of three and conduct a “scavenger hunt”; students use a jQuery-generated Web site on their mobile devices to advance through “hoops” of standard information literacy test. E.g., they need to walk to the Reference Desk, collect specific information and log their findings in the Web site. The idea follows the strong interest in the educational world toward gaming and gamification of the educational process. This library orientation approach applies the three principles for gamification: empowers learners; teaches problem solving and increases understanding.
Similarly to the experience with VR for library orientation, this library instruction process is used as a sandbox and has been successfully replicated by other instructors in their classes.
Media literacy. Differentiated instruction. Media literacy guide.
Fake news as part of media literacy. Visual literacy as part of media literacy. Media literacy as part of digital citizenship.
Web design / web development
the roles of HTML5, CSS, Java Script, PHP, Bootstrap, JQuery, React and other scripting languages and libraries. Heat maps and other usability issues; website content strategy. THE MODEL-VIEW-CONTROLLER (MVC) design pattern
Social media for institutional use. Digital Curation. Social Media algorithms. Etiquette Ethics. Mastodon
I hosted a LITA webinar in the fall of 2016 (four weeks); I can accommodate any information from that webinar for the use of the IM students
OER and instructional designer’s assistance to book creators.
I can cover both the “library part” (“free” OER, copyright issues etc) and the support / creative part of an OER book / textbook
“Big Data.” Data visualization. Large scale visualization. Text encoding. Analytics, Data mining. Unizin. Python, R in academia.
I can introduce the students to the large idea of Big Data and its importance in lieu of the upcoming IoT, but also departmentalize its importance for academia, business, etc. From infographics to heavy duty visualization (Primo X-Services API. JSON, Flask).
NetNeutrality, Digital Darwinism, Internet economy and the role of your professional in such environment
I can introduce students to the issues, if not familiar and / or lead a discussion on a rather controversial topic
Digital assessment. Digital Assessment literacy.
I can introduce students to tools, how to evaluate and select tools and their pedagogical implications
Wikipedia
a hands-on exercise on working with Wikipedia. After the session, students will be able to create Wikipedia entries thus knowing intimately the process of Wikipedia and its information.
Effective presentations. Tools, methods, concepts and theories (cognitive load). Presentations in the era of VR, AR and mixed reality. Unity.
I can facilitate a discussion among experts (your students) on selection of tools and their didactically sound use to convey information. I can supplement the discussion with my own findings and conclusions.
eConferencing. Tools and methods
I can facilitate a discussion among your students on selection of tools and comparison. Discussion about the their future and their place in an increasing online learning environment
Digital Storytelling. Immersive Storytelling. The Moth. Twine. Transmedia Storytelling
I am teaching a LIB 490/590 Digital Storytelling class. I can adapt any information from that class to the use of IM students
VR, AR, Mixed Reality.
besides Mark Gill, I can facilitate a discussion, which goes beyond hardware and brands, but expand on the implications for academia and corporate education / world
Instructional design. ID2ID
I can facilitate a discussion based on the Educause suggestions about the profession’s development
Microcredentialing in academia and corporate world. Blockchain
IT in K12. How to evaluate; prioritize; select. obsolete trends in 21 century schools. K12 mobile learning
Podcasting: past, present, future. Beautiful Audio Editor.
a definition of podcasting and delineation of similar activities; advantages and disadvantages.
Gender, race and age in education. Digital divide. Xennials, Millennials and Gen Z. generational approach to teaching and learning. Young vs old Millennials. Millennial employees.
Apеster (https://app.apester.com/): can be played asynchronously (yet, restricted in time). Kahoot is a simultaneous game. EdPuzzle also lke Apester can be asynchronous, but like Kahoot requires an account, whereas Apester can be played by anyone.
The proliferation of mobile devices and the adoption of learning applications in higher education simplifies formative assessment. Professors can, for example, quickly create a multi-modal performance that requires students to write, draw, read, and watch video within the same assessment. Other tools allow for automatic grade responses, question-embedded documents, and video-based discussion.
Multi-Modal Assessments – create multiple-choice and open-ended items that are distributed digitally and assessed automatically. Student responses can be viewed instantaneously and downloaded to a spreadsheet for later use.
Formative (http://www.goformative.com) allows professors to upload charts or graphic organizers that students can draw on with a stylus. Formative also allows professors to upload document “worksheets” which can then be augmented with multiple-choice and open-ended questions.
Nearpod (http://www.nearpod.com) allows professors to upload their digital presentations and create digital quizzes to accompany them. Nearpod also allows professors to share three-dimensional field trips and models to help communicate ideas.
Video-Based Assessments – Question-embedded videos are an outstanding way to improve student engagement in blended or flipped instructional contexts. Using these tools allows professors to identify if the videos they use or create are being viewed by students.
Playposit (http://www.playposit.com) are two leaders in this application category. A second type of video-based assessment allows professors to sustain discussion-board like conversation with brief videos.
Flipgrid (http://www.flipgrid.com), for example, allows professors to posit a video question to which students may respond with their own video responses.
Quizzing Assessments – ools that utilize close-ended questions that provide a quick check of student understanding are also available.
Kahoot (http://www.kahoot.com) are relatively quick and convenient to use as a wrap up to instruction or a review of concepts taught.
Integration of technology is aligned to sound formative assessment design. Formative assessment is most valuable when it addresses student understanding, progress toward competencies or standards, and indicates concepts that need further attention for mastery. Additionally, formative assessment provides the instructor with valuable information on gaps in their students’ learning which can imply instructional changes or additional coverage of key concepts. The use of tech tools can make the creation, administration, and grading of formative assessment more efficient and can enhance reliability of assessments when used consistently in the classroom. Selecting one that effectively addresses your assessment needs and enhances your teaching style is critical.
Does not come to discussions prepared. As a result, fails to support statements with evidence from texts and other research.
Few attempts to ask questions or build on ideas shared.
Frequently violates the “dos and don’ts of online communication.”
Limited participation in discussions (one-on-one, in groups, and teacher-led) with various partners.
Does not consistently come to discussions prepared. Limited preparation and inability to support statements with evidence from texts and other research reflects lack of preparation.
Limited attempts to ask questions, build on ideas shared, or invite quieter voices into the conversation.
Hesitant to respond to other perspectives and fails to summarize points or make connections.
Occasionally violates the “dos and don’ts of online communication.”
Participates in a range of collaborative discussions (one-on-one, in groups, and teacher-led) with diverse partners.
Comes to discussions prepared, having read and researched material. Draws on that preparation by referring to evidence from texts and other research on the topic.
Attempts to drive conversations forward by asking questions, building on ideas shared, and inviting quieter voices into the conversation.
Responds to diverse perspectives, summarizes points, and makes connections.
Respects the “dos and don’ts for online communication.”
Initiates and participates effectively in a range of collaborative discussions (one-on-one, in groups, and teacher-led) with diverse partners.
Comes to discussions prepared with a unique perspective, having read and researched material; explicitly draws on that preparation by referring to evidence from texts and other research on the topic.
Propels conversations by posing and responding to questions that relate to the current discussion. (Adds depth by providing a new, unique perspective to the discussion.)
Responds thoughtfully to diverse perspectives, summarizes points of agreement and disagreement, and makes new connections. Leans in and actively listens.
Makes eye contact, speaks loud enough to be heard, and body language is strong.
Respects the “dos and don’ts for online communication.”
Reflects surface level understanding of information.
Unable or unwilling to evaluate quality of information or draw conclusions about information found.
Does not try to solve problems or help others solve problems. Lets others do the work.
Does not actively seek answers to questions or attempt to find information. Does not seek out peers or ask teacher for guidance or support.
Attempts to dive below the surface when analyzing information but work lacks depth.
Struggles to evaluate the quality of information and does not draw insightful conclusions about information found.
Does not suggest or refine solutions, but is willing to try out solutions suggested by others.
Asks teachers or other students for answers but does not use online tools, like Google and YouTube, to attempt to answer questions or find information.
Demonstrates a solid understanding of the information.
Evaluates the quality of information and makes inferences/draws conclusions.
Refines solutions suggested by others.
Attempts to use online tools, like Google and YouTube, to seek answers and find information.
Demonstrates a comprehensive understanding of the information.
Effectively evaluates the quality of information and makes inferences/draws conclusion that are insightful.
Actively looks for and suggests solutions to problems.
Uses online tools, like Google and YouTube, to proactively seek answers and find information.
Does not use resources to support the team’s work.
Attempts to listen to, share with, and support the efforts of team members are limited or inconsistent.
Does not always listen when team members talk and requires redirection by team members and/or teacher.
Body language does not reflect engagement in the process. Focus on leaning in, asking questions, actively listening (e.g. make eye contact).
Occasionally offers feedback. At times, becomes impatient or frustrated with the process making teamwork more challenging.
Limited attempts to move between roles.
Does not consistently use resources to support the team’s work.
Listens to, shares with, and supports the efforts of team members.
Listens when team members talk.
Attempts to engage in group tasks; however, body language does not consistently communicate interest or attention. Body language reflects engagement in the process, but there is room for improvement.
Offers feedback and treats team members with respect. At times, becomes impatient or frustrated with the process making teamwork more challenging.
Attempts to be flexible and move between roles; at times dominates a particular role. This is an area of potential growth.
Uses resources to support the team’s work.
Consistently listens to, shares with, and supports the efforts of team members.
Leans in and actively listens when team members talk.
Body language communicates interest in team tasks and engagement in the process.
Offers constructive feedback, treats team members with respect, and is patient with the process.
Creates balance on the team moving between responsibilities without dominating any one role.
Uses resources effectively to support the team’s work.
Code4Lib 2018 is a loosely-structured conference that provides people working at the intersection of libraries/archives/museums/cultural heritage and technology with a chance to share ideas, be inspired, and forge collaborations. For more information about the Code4Lib community, please visit http://code4lib.org/about/.
The conference will be held at the Omni Shoreham Hotel in Washington, DC, from February 13, 2018 – February 16, 2018. More information about Code4lib 2018 is available on this year’s conference website http://2018.code4lib.org.
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Mark Gill and Plamen Miltenoff proposal:
Gamification of Library Orientation and Instruction
Abstract
The rapid advent in the technologies of augmented and virtual reality (VR) in the last several years and the surge down in price creates possibilities for its increasing and ubiquitous application in education. A collaboration by a librarian and VR specialist led to testing opportunities to apply 360 video in academic library orientation. The team seeks to bank on the inherited interest of Millennials toward these technologies and their inextricable part of a growing gaming environment in education. A virtual introduction via 360 video aims to familiarize patrons with the library and its services: http://bit.ly/VRlib. I short Surveymonkey survey following the virtual introduction assesses learning outcomes and allows further instruction when necessary. Patrons can use any electronic devices from desktop to any size mobile devices. Patrons can also watch in panorama mode, and are provided with goggles if they would like to experience the VR mode.
The next step is an introduction to basic bibliographic instruction, followed by a gamified “scavenger hunt”-kind of exercise, which aims to gamify students’ ability to perform basic research: http://bit.ly/learnlib. The game is web-based and it can be played on any electronic devices from desktops to mobile devices. The game is followed by a short Google Form survey, which assesses learning outcomes and allows further work shall any knowledge gaps occur.
The team relies on the constructivist theory of assisting patrons in building their knowledge in their own pace and on their own terms, rather than being lectured and guided by a librarian only.
This proposal envisions half a day activities for participants to study the opportunities presented by 360 video camera and acquire the necessary skills to collect quickly useful footage and process it for the library needs. The second half of the day is allocated for learning Adobe Dreamweaver to manipulate the preexisting “templates” (HTML and jQuery code) for the game and adapt the content and the format to the needs of the participants’ libraries.
Mr. Gill is a Visualization Engineer for the College of Science and Engineering and runs the Visualization Laboratory. He has worked for several major universities as well as Stennis Space Center and Mechdyne, Inc. He holds a Masters of Science in Software Engineering.
Dr. Miltenoff is part of a workgroup within the academic library, which works with faculty, students and staff on the application of new technologies in education. Dr. Miltenoff’s most recent research with Mark Gill is on the impact of Video 360 on students during library orientation:http://web.stcloudstate.edu/pmiltenoff/bi/
The upper management might consider fire and/or tornado alarm app for SCSU students similarly to the one, which the Israelis are using to back up their alarm system.
I am confident that some other US school is already thinking about the same and developing probably the app.
Thanks for considering…
Plamen
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From: Miltenoff, Plamen Sent: Tuesday, July 8, 2014 8:59 PM To: ???????, Colette ????????? Cc: ??????, Joseph Subject: Yo at LRS
I would like to ask you again to consider testing Yo and sharing your ideas how we can apply it at LRS
It is worth checking the penetration of Yo among SCSU students and use it.
Thank you and lkng forward to hearing your opinion
Plamen
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benefits for the library and potentially for the campus:
reduce financial cost: batteries for the walkie talkies and the wear off of the walkie talkie can be replaced by a virtual app (again, apps for each of the three potential candidates are free)
environmentally friendly. Apps are virtual. Walkie talkies are physical
improve productivity. walkie talkie allow only talk. Apps allow: audio, video (images) and text
raise the level of critical thinking (increase productivity by proxy): the use of several media: text, visuals, audio will allow users to think in a wider diapason when troubleshooting and/or doing their tasks
the library can be the sandbox to smooth out details of the application and lessons learned can help replace walkie talkies across campus with 21st century tools and increase productivity campus wide.
+++++++++++++++++++++ Defining my interests. Narrowing a topic. How do I collect information? How do I search for information?
How do we search for “serious” information?
Google and Google Scholar
Microsoft Semantic Scholar (Semantic Scholar); Microsoft Academic Search; Academicindex.net; Proquest Dialog; Quetzal; arXiv;
basic electronic (library) search information and strategies. Library research services (5 min)
using the library database, do a search on a topic of your interest.
compare the returns on your search. make an attempt to refine the search.
retrieve the following information about the book of interest: is it relevant to your topic (check the subjects); is it timely (check the published date); is it available
Strategies for conducting advanced searches (setting up filters and search criteria)
Ben Ward, Kansas State University
Joelle Pitts, Instructional Design Librarian and Associate Professor, Kansas State University Libraries
Stefan Yates, Instructional Design Librarian and Associate Professor, Kansas State University
Transmedia, unicorns, and marketing, oh my!: The not-quite epic failure of transmedia design efforts in Oz.
Transmedia storytelling, also called Alternate Reality Games, have been designed to intrigue, engage, and even engineer groups of people since the release of The Beast in 2001. A few colleges and Universities have employed them to engage their student populations and even teach them a thing or two using narrative game mechanics. Presenters will chronicle a highly successful transmedia design effort at Kansas State University, and the subsequent annual efforts to replicate the engagement and enthusiasm. Best practices and not-quite epic failures will be discussed, as will tips (and laments) for marketing to our current student populations.
Glenn Larsen, National Science Foundation
SBIR and Other Funding Sources for Your Game
The National Science Foundation (NSF) awards nearly $190 million annually to startups and small businesses through the Small Business Innovation Research (SBIR)/Small Business Technology Transfer (STTR) program, transforming scientific discovery into products and services with commercial and societal impact. The equity-free funds support research and development (R&D) across almost all areas of science and technology helping companies de-risk technology for commercial success. The NSF is an independent federal agency with a budget of about $7 billion that supports fundamental research and education across all fields of science and engineering. For more information, visit http://www.nsf.gov/SBIR.
Karen Schrier, Assistant Professor/Director of Games and Emerging Media, Marist College Design Principles for Knowledge Games
Lisa Castaneda, CEO, foundry10|
Mark Suter, Teacher, Bernards Township Schools
How Teachers Can Use VR in the Classroom: Beyond the Novelty
Over the past three years, foundry10, an education research organization, has been studying the potential of Virtual Reality in Education. The research has focused on the implementation, immersion dynamics, and integration of content across the curriculum.
Working with a variety of classroom curricular areas, with students and teachers from 30 schools, we have gathered data as well as anecdotal stories to help illustrate how VR functions in a learning environment. Students from all over the US, Canada and parts of Europe, completed pre/post surveys and educators participated in extensive qualitative interviews in order to better understand what it means to learn with virtual reality.
Please join foundry10 CEO Lisa Castaneda and teachers Steve Isaacs and Mark Suter as we share what we have learned about how to effectively utilize VR for classroom learning through content creation (both inside and outside of the virtual world), content consumption and content integration and overcoming the obstacles inherent in implementation.
a 360-degree projection space, getting ready to open a virtual reality studio with “room-scale” VR sporting Oculus Rift and Vive gear, the idea of the “graduate students’ commons,” with access limited to those students as well as faculty
2) Sometimes Innovation Just Comes Knocking
3) Hire People With New Ideas
Rather than innovation being directed from the top down, it bubbles from the bottom up.
4) Plan on “Making” Your Own Resources
5) Make Tech as Accessible as Possible
Another intention is to bring different disciplines together in the hopes of sparking new ideas.