Searching for "Educational technology"

social media adoption education

Arshad, M., & Akram, M. S. (2018). Social Media Adoption by the Academic Community: Theoretical Insights and Empirical Evidence From Developing Countries. The International Review of Research in Open and Distributed Learning, 19(3). Retrieved from http://www.irrodl.org/index.php/irrodl/article/view/3500
Building on the social constructivist paradigm and technology acceptance model, we propose a conceptual model to assess social media adoption in academia by incorporating collaboration, communication, and resource sharing as predictors of social media adoption, whereas perceived ease of use and perceived usefulness act as mediators in this relationship.
According to the latest social media statistics, there are more than 2 billion Facebook users, more than 300 million Twitter users, more than 500 million Google+ users, and more than 400 million LinkedIn users (InternetLiveStats, 2018).
although social media is rapidly penetrating into the society, there is no consensus in the literature on the drivers of social media adoption in an academic context. Moreover, it is not clear how social media can impact academic performance.
Social media platforms have significant capability to support the social constructivist paradigm that promotes collaborative learning (Vygotsky, 1978).
+++++++++++++
technology acceptance model (https://en.wikipedia.org/wiki/Technology_acceptance_model):
  • Perceived usefulness (PU) – This was defined by Fred Davis as “the degree to which a person believes that using a particular system would enhance his or her job performance“.
  • Perceived ease-of-use (PEOU) – Davis defined this as “the degree to which a person believes that using a particular system would be free from effort” (Davis 1989).

Venkatesh, V., Morris, M. G., Davis, G. B., & Davis, F. D. (2003). USER ACCEPTANCE OF INFORMATION TECHNOLOGY: TOWARD A UNIFIED VIEW. MIS Quarterly27(3), 425-478.
http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3daph%26AN%3d10758835%26site%3dehost-live%26scope%3dsite
++++++++++++++

proposing a Social Media Adoption Model (SMAM) for the academic community

Social media platforms provide an easy alternative, to the academic community, as compared to official communications such as email and blackboard. my note: this has been established as long as back as in 2006 – https://www.chronicle.com/article/E-Mail-is-for-Old-People/4169. Around the time, when SCSU announced email as the “formal mode of communication).Thus, it is emerging as a new communication and collaboration tool among the academic community in higher education institutions (Roblyer, McDaniel, Webb, Herman, & Witty, 2010). Social media has greatly changed the communication/feedback environment by introducing technologies that have modified the educational perspective of learning and interacting (Prensky, 2001).

++++++++++++++
Theory of Reasoned Action : https://en.wikipedia.org/wiki/Theory_of_reasoned_action
++++++++++++++++++++

the Theory of Reasoned Action (Fishbein & Ajzen, 1975) and the Technology Acceptance Model (Davis, 1989) have been used to assess individuals’ acceptance and use of technology. According to the Technology Acceptance Model, perceived usefulness and perceived ease are the main determinants of an individual’s behavioral intentions and actual usage (Davis, 1989).

Perceived usefulness, derived from the Technology Acceptance Model (TAM), is the particular level that an individual perceives that they can improve their job performance or create ease in attaining the targeted goals by using an information system. It is also believed to make an individual free from mental pressure (Davis, 1989).

Perceived ease of use can be defined as the level to which an individual believes that using a specific system will make a task easier (Gruzd, Staves, & Wilk, 2012) and will reduce mental exertion (Davis, 1989). Venkatesh (2000) posits this construct as a vital element in determining a user’s behavior toward technology. Though generally, there is consensus on the positive effect of perceived ease of use and perceived usefulness on users’ attitude towards social media, it is not yet clear which one of these is more relevant in explaining users’ attitude towards social media in the academic community (Lowry, 2002). Perceived ease of use is one of the eminent behavioral beliefs affecting the users’ intention toward technology acceptance (Lu et al., 2005). The literature suggests that perceived ease of use of technology develops a positive attitude toward its usage (Davis, 1989).

Collaborative learning is considered as an essential instructional method as it assists in overcoming the communication gap among the academic community (Bernard, Rubalcava, & St-Pierre, 2000). The academic community utilizes various social media platforms with the intention to socialize and communicate with others and to share common interests (Sánchez et al., 2014; Sobaih et al., 2016). The exchange of information through social media platforms help the academic community to develop an easy and effective communication among classmates and colleagues (Kaplan & Haenlein, 2010). Social media platforms can also help in developing communities of practice that may help improve collaboration and communication among members of the community (Sánchez et al., 2014). Evidence from previous work confirms that social media platforms are beneficial to college and university students for education purposes (Forkosh-Baruch & Hershkovitz, 2012). Due to the intrinsic ease of use and usefulness of social media, academics are regularly using information and communication technologies, especially social media, for collaboration with colleagues in one way or the other (Koh & Lim, 2012; Wang, 2010).

++++++++++++++++
more about social media in education in this IMS blog
https://blog.stcloudstate.edu/ims?s=social+media+education

SCSU meeting on microcredentialing

Monday, June 11, 3PM

  • Everything on badges and microcredentialing n this blog:

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

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

  • Colorado Digital Badging Initiative

https://blog.stcloudstate.edu/ims/2016/06/20/colorados-digital-badging-initiative/

  • regarding badges

https://blog.stcloudstate.edu/ims/2016/04/11/digital-badges-in-education/

https://blog.stcloudstate.edu/ims/2016/09/14/badges-blueprint/

++++++++++++++++
From Gail Ruhland:

Guess what … I searched for Brenda Perea (in hopes of maybe getting some information on how they set up their system) … One of her current positions is with Credly … Do we still want to reach out to her?

https://www.linkedin.com/in/brendaperea/

https://www.linkedin.com/pulse/new-credential-field-guide-released-brenda-perea/

Johnathan Finkelstein: https://blog.stcloudstate.edu/ims?s=finkelstein

+++++++++++++++
Penn State Digital Badges: https://badgesapp.psu.edu/

Home page

 

Penn State team tackles surge of digital badge usage in Nittany AI Challenge

http://news.psu.edu/story/511791/2018/03/21/academics/penn-state-team-tackles-surge-digital-badge-usage-nittany-ai

library badges

What Are Digital Badges

badge system overview

http://www.personal.psu.edu/bxb11/blogs/brett_bixler_e-portfolio/2012/07/badges-at-penn-state.html

http://www.personal.psu.edu/bxb11/blogs/brett_bixler_e-portfolio/assets_c/2012/07/BadgusToBackpack-thumb-400×300-326489.jpg

++++++++++++++++++

Stony Brook

https://www.stonybrook.edu/commcms/spd/badges/index.php

Chancellor Zimpher Announces SUNY Effort to Expand Micro Credentials for Students

October 29, 2015

https://www.suny.edu/suny-news/press-releases/october-2015/10-29-15-micro-credentials/chancellor-zimpher-announces-suny-effort-to-expand-micro-credentials-for-students.html

Kaltura promo: https://learn.esc.edu/media/Ken+Lindblom%2C+Dean+of+the+School+of+Professional+Development%2C+Stony+Brook+University/1_wxhe9l4h

SUNY Micro-Credentialing Task Force Report and Recommendations: http://www.system.suny.edu/media/suny/content-assets/documents/faculty-senate/plenary/Microcredentialing-Report-Final-DRAFT—9-18-17.pdf

page 4, page 12-21

+++++++++++++++++++

Pearson Digital Library for Education

https://www.pearson.com/us/higher-education/products-services-teaching/course-content/digital-library/education.html

+++++++++++++++++

Millennial demand drives higher ed badging expansion

You don’t need a whole degree to learn to fly or fix a drone
Matt Zalaznick August 19, 2016

https://www.universitybusiness.com/article/millennial-demand-drives-higher-ed-badging-expansion

Fields in which most badges have been issued:  

  • Business
  • Technology
  • Education
  • Health care

94%: Institutions offering alternative credentials

1 in 5: Colleges and universities that issue badges

Nearly 2/3: Institutions that cited alternative credentials as an important strategy for the future.

-Source: “Demographic Shifts in Educational Demand and the Rise of Alternative Credentials,” University Professional and Continuing Education Association and Pearson, 2016

Library Virtual Reality Lab

https://wmich.edu/library/services/vr

https://wmich.edu/vr/learning#tutorials

https://wmich.edu/vr

Our library is gearing up to create a virtual reality demonstration station using either VTC Hive or Oculus Rift. We want to make sure that we at least a small suite of educational VR products.
If your library runs a VR workstation, could you share one or two educational titles that you’re especially happy with? We are planning on getting Mission:ISS, a simulation of the International Space Station.
Thanks!
========================================
Daniel Cornwall
OWL Program Manager / Internet and Technology Consultant
Alaska State Library

We’ve got “Mission: ISS” as well.  We’re happy with all of our educational titles so far and are looking to expand.


Best wishes,
Scooter

Scott Russell, Director of IT Services
University Libraries, Western Michigan University

scott.russell@wmich.edu

Google go home

‘Google go home’: the Berlin neighbourhood fighting off a tech giant

Other cities have embraced the company, but in Kreuzberg opposition to a planned Google campus is vociferous. What makes Berlin different?

https://www.theguardian.com/cities/2018/may/09/fuck-off-google-the-berlin-neighbourhood-fighting-off-a-tech-giant-kreuzberg

Google’s sites in London, Madrid, Tel Aviv, Seoul, São Paulo and Warsaw (in a converted former vodka distillery) are hubs for entrepreneurs, providing workspace for startup founders as well as networking and educational events.

the recent offer from Sidewalk Labs – a company owned by Alphabet, Google’s parent company – to redevelop Toronto’s waterfront as a reason to be concerned about the company’s interests in potentially extracting data from cities.

Google’s history of tax evasion and mass surveillance as examples of actions that make it incompatible with the progressive values of the local area.

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

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.

++++++++++++++++++++

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.

++++++++++++++++++

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

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

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

NetDragon acquired Edmodo

China’s NetDragon to Acquire Edmodo for $137.5 Million

By Betsy Corcoran and Tony Wan     Apr 9, 2018 https://www.edsurge.com/news/2018-04-09-china-s-netdragon-to-acquire-edmodo-for-137-5-million

NetDragon Websoft, a publicly-traded company based in Fuzhou, China, has agreed to pay $137.5 million for Edmodo.

The deal could mark the beginning of the end for the “free” model of education technology, at least for standalone education companies without other strong revenue streams to support them.

Edmodo was started in 2008 by a teacher and IT support person as a “Facebook-like” community aimed at connecting educators with students and with one another. Also like Facebook, Edmodo grew rapidly. Currently, the company, now based in San Mateo, Calif., claims more than 90 million registered users (both teachers and students) in 400,000 schools across 192 countries.

Edmodo struggled, however, to find a business model that would support its burgeoning community. It raised close to $100 million in funding, and began seeking another round last year. The company had shifted to an advertising-based model—although one in which the company was trying to move carefully and respect its audience of teachers and students.

According to a financial statement published by NetDragon, Edmodo lost $19.5 million in 2017, based on revenue of approximately $1 million.

That seems to be an increasingly popular path. A decade ago, the big education companies were traditional textbook providers such as Pearson. Now the most powerful players are technology companies that offer devices and software. At the top of the list: Google, which supports Chromebooks as well as Google Classroom, and Apple, which sells iPads, Macs and now the Schoolwork app.

By contrast, NetDragon began in 1999 and built its initial financial muscle with games. It has, however, long identified education as one of its top areas of interest. Recently the company has begun purchasing education technology assets at a rapid clip. In 2015, NetDragon paid approximately $130 million to acquire U.K.-based interactive whiteboard maker, Promethean, which gave it a hardware-based entry into classrooms.

The company, which refers to the hardware as “interactive panels,” is equipping 13,000 classrooms in Moscow with digital whiteboards.

Last year, NetDragon also acquired JumpStart, an educational game company behind iconic titles including Math Blaster. And earlier this year, it bought Sokikom, an online game-based math program.

++++++++++++
more about Edmodo in this IMS blog
https://blog.stcloudstate.edu/ims?s=edmodo

parents wary of VR

Your kids and virtual reality: What parents should know

also in : https://usa-businessnews.com/2018/04/04/your-kids-and-virtual-reality-what-parents-should-know/
A whopping 60 percent of parents are worried about the VR’s health effects, according to a new study from Common Sense Media, while others hope the emerging technology will have profound educational benefits because of its highly-engaging nature.
Jim Steyer, founder of Common Sense Media https://www.commonsense.org/education/
Stanford researchers partnered with Common Sense Media, which has done extensive research on children’s media use, to examine the impact of VR on children. Their report includes a national survey of 12,148 adults, 3,613 of whom were parents.
the study notes that 21 percent of households with children already have a VR device and 13 percent are planning to get one, Common Sense found that many parents are scared of exposing their children to such intense experiences.
Bailenson, founder of Stanford’s Virtual Human Interaction Lab, acknowledged the long term effects of VR on developing brains remain unknown. But short term impacts can include dizziness, headache and eye strain.  https://vhil.stanford.edu/projects/
My note: more on VR and empathy in this IMS blog entry: https://blog.stcloudstate.edu/ims?s=virtual+reality+empathy
While 62 percent of parents surveyed believe that VR can provide educational experiences, only 22 percent reported their child actually used VR for learning. The vast majority play games.

VR also has the potential to encourage empathy among small children, experts say, because it builds bonds with virtual characters and settings, though parents surveyed by Common Sense remain skeptical.  

 

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

personalized learning

Personalized Learning: What It Really Is and Why It Really Matters

 and 

https://mfeldstein.com/personalized-learning-really-really-matters/

The following is a re-post from a 2016 EDUCAUSE Review article of ours with minor updates.

(1) the circumstances under which personalized learning can help students and

(2) the best way to evaluate the real educational value for products that are marketed under the personalized learning banner.

The most descriptive label we could come up with for the practices that the two of us have observed in our school visits might be undepersonalized teaching.

The most stereotypical depersonalized teaching experience is the large lecture class, but there are many other situations in which teachers do not connect with individual students and/or meet the students’ specific needs. For example, even a small class might contain students with a wide-enough range of skills, aptitudes, and needs that the teacher cannot possibly serve them all equally well. Or a student may have needs (or aptitudes) that the teacher simply doesn’t get an opportunity to see within the amount of contact time that the class allows. The truth is that students fall through the cracks all the time, even in the best classes taught by the best teachers. Failing a course is the most visible evidence, but more often students drift through the class and earn a passing grade—maybe even a good grade—without getting any lasting educational benefit.

personalized learning as a practice rather than a product

Technology then becomes an enabler for increasing meaningful personal contact. In our observations, we have seen three main technology-enabled strategies for lowering classroom barriers to one-on-one teacher/student (and student/student) interactions:

  1. Moving content broadcast out of the classroom: Even in relatively small classes, a lot of class time can be taken up with content broadcast such as lectures and announcements. Personalized learning strategies often try to move as much broadcast out of class time as possible in order to make room for more conversation. This strategy is sometimes called “flipping” because it is commonly accomplished by having the teacher record the lectures they would normally give in class and assign the lecture videos as homework,
  2. Turning homework time into contact time: In a traditional class, much of the work that the students do is invisible to the teacher. For some aspects, such as homework problems, teachers can observe the results but are often severely limited by time constraints.Personalized learning approaches often allow the teacher to observe the students’ work in digital products, so that there is more opportunity to coach students.
  3. Providing tutoring: Sometimes students get stuck in problem areas that don’t require help from a skilled human instructor. Although software isn’t good at teaching everything, it can be good at teaching some things. Personalized learning approaches can offload the tutoring for those topics to adaptive learning software that gives students interactive feedback while also turning the students’ work into contact time by making it observable to the teacher at a glance through analytics.

 

personalized learning

In the business world, an analogous initiative might be called “business process redesign.” Emphasis is on process. The primary question being asked is, “What is the most effective way to accomplish the goal?” The redesigned process may well need software, but it is the process itself that matters. In personalized learning, the process we are redesigning is that of teaching individual students what they need to learn from a class as effectively as possible (though we can easily imagine applying the same kind of exercise to improving advising, course registration, or any other important function).

Self-Regulated Learning

Students in the course spend part of their class time in a computer lab, working at their own pace through an adaptive learning math program. Students who already know much of the content can move through it quickly, giving them more time to master the concepts that they have yet to learn. Students who have more to learn can take their time and get tutoring and reinforcement from the software. Teachers, now freed from the task of lecturing, roam the room and give individual attention to those students who need it. They can also see how students are doing, individually and as a class, through the software’s analytics. But the course has another critical component that takes place outside the computer lab, separate from the technology. Every week, the teachers meet with the students to discuss learning goals and strategies. Students review the goals they set the previous week, discuss their progress toward those goals, evaluate whether the strategies they used helped them, and develop new goals for the next week.

+++++++++++++++
more on personalized learning
https://blog.stcloudstate.edu/ims?s=personalized+learning

net neutrality and education

3 Ways a Net Neutrality Repeal Might Impact Universities

The impending change in internet regulations could be detrimental to the quality of education students receive.
Meghan Bogardus Cortez , Jan 11, 2018
https://edtechmagazine.com/higher/article/2018/01/3-ways-net-neutrality-repeal-might-impact-universities

1. Technology that Increases Access Hits the Slow Lane

Innovations in videoconferencing and lecture capture technologies have allowed universities to provide flexible learning experiences to students no matter their location. However, if internet service providers are allowed to create “fast lanes” and “slow lanes” of access, experts worry these learning experiences will be in jeopardy.
“slow lanes” of internet access could make it difficult for students to access cloud software or applications without hitting data caps.

2. Inhibit Ability to Research and Access Materials

a 40-page commentary to the FCC explaining how a repeal would hurt universities, eCampus News reports.

“Institutions of higher education and libraries depend upon an open internet to carry out their educational and civic missions, and to serve their communities,” reads the commentary.

“almost everything” relies on the internet in higher education. Students use it for research, to take courses and turn in assignments while faculty use it for research and to create lesson plans. Roberts says his library needs it to archive and preserve materials. Slower internet could inhibit research and access to library resources.

3. Increased Costs Without Increased Educational Experiences

high cost of attending a university might see a bump without net neutrality.
slower internet access would actually degrade the quality of education offered for a higher cost.

++++++++++++++++
more on net neutrality and education in this IMS blog
https://blog.stcloudstate.edu/ims?s=net+neutrality

blockchain in education

What is Blockchain

http://www.freetech4teachers.com/2018/02/common-craft-explains-blockchain.html

What is Blockchain in Education

Andreia Inamorato Dos Santos from bcined

Digital Skills Gap Peer Learning Activity – Blockchain in Education – Usage Scenarios for HE In the European Higher Education Area from EDEN Digital Learning Europe

Blockchain for Education: A Study on Digital Accreditation of Personal and Academic Learning from Anthony Fisher Camilleri

Technology Innovation Loves Humanities: Open Education on the Blockchain from Hristian Daskalov

Distributed Education Manifesto (2013) from Hristian Daskalov

Ad Kroft from bcined

+++++++++++
more blockchain in education in this IMS blog
https://blog.stcloudstate.edu/ims?s=blockchain+education

1 15 16 17 18 19 27