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NISO Webinar IoT

Wednesday, October 19, 2016
1:00 p.m. – 2:30 p.m. (Eastern Time)

About the Webinar

As the cost of sensors and the connectivity necessary to support those sensors has decreased, this has given rise to a network of interconnected devices.  This network is often described as the Internet of Things and it is providing a variety of information management challenges.  For the library and publishing communities, the internet of things presents opportunities and challenges around data gathering, organization and processing of the tremendous amounts of data which the internet of things is generating.  How will these data be incorporated into traditional publication, archiving and resource management systems?  Additionally, how will the internet of things impact resource management within our community?   In what ways will interconnected resources provide a better user experience for patrons and readers?  This session will introduce concepts and potential implications of the internet of things on the information management community.  It will also explore applications related to managing resources in a library environment that are being developed and implemented.

Education in the Internet of Things
Bryan Alexander, Consultant;

How will the Internet of Things shape education? We can explore this question by assessing current developments, looking for future trends in the first initial projects. In this talk I point to new concepts for classroom and campus spaces, examining attendant rises in data gathering and analysis. We address student life possibilities and curricular and professional niches. We conclude with notes on campus strategy, including privacy, network support, and futures-facing organizations.

What Does The Internet of Things Mean to a Museum?
Robert Weisberg, Senior Project Manager, Publications and Editorial Department; Metropolitan Museum of Art;

What does the Internet of Things mean to a museum? Museums have slowly been digitizing their collections for years, and have been replacing index cards with large (and costly, and labor-intensive) CMS’s long before that, but several factors have worked against adopting smart and scalable practices which could unleash data for the benefit of the institution, its collection, and its audiences. Challenges go beyond non-profit budgets in a very for-profit world and into the siloed behaviors learned from academia, practices borne of the uniqueness of museum collections, and the multi-faceted nature of modern museums which include not only curator, but conservators, educators, librarians, publishers, and increasing numbers of digital specialists. What have museums already done, what are they doing, and what are they preparing for, as big data becomes bigger and ever more-networked?
The Role of the Research Library in Unpacking The Internet of Things
Lauren di Monte, NCSU Libraries Fellow, Cyma Rubin Fellow, North Carolina State University

The Internet of Things (IoT) is a deceptively simple umbrella term for a range of socio-technical tools and processes that are shaping our social and economic worlds. Indeed, IoT represents a new infrastructural layer that has the power to impact decision-making processes, resources distribution plans, information access, and much more. Understanding what IoT is, how “things” get networked, as well as how IoT devices and tools are constructed and deployed, are important and emerging facets of information literacy. Research libraries are uniquely positioned to help students, researchers, and other information professionals unpack IoT and understand its place within our knowledge infrastructures and digital cultures. By developing and modeling the use of IoT devices for space and program assessment, by teaching patrons how to work with IoT hardware and software, and by developing methods and infrastructures to collect IoT devices and data, we can help our patrons unlock the potential of IoT and harness the power of networked knowledge.

Lauren Di Monte is a Libraries Fellow at NC State. In this role she develops programs that facilitate critical and creative engagements with technologies and develops projects to bring physical and traditional computing into scholarship across the disciplines. Her current research explores the histories and futures of STEM knowledge practices.

What does the internet of things mean for education?

Bryan Alexander:

I’m not sure if the IoT will hit academic with the wave force of the Web in the 1990s, or become a minor tangent.  What do schools have to do with Twittering refrigerators?

Here are a few possible intersections.

  1. Changing up the campus technology space.  IT departments will face supporting more technology strata in a more complex ecosystem.  Help desks and CIOs alike will have to consider supporting sensors, embedded chips, and new devices.  Standards, storage, privacy, and other policy issues will ramify.
  2. Mutating the campus.  We’ve already adjusted campus spaces by adding wireless coverage, enabling users and visitors to connect from nearly everywhere.  What happens when benches are chipped, skateboards sport sensors, books carry RFID, and all sorts of new, mobile devices dot the quad?  One British school offers an early example.
  3. New forms of teaching and learning.  Some of these take preexisting forms and amplify them, like tagging animals in the wild or collecting data about urban centers.  The IoT lets us gather more information more easily and perform more work upon it.  Then we could also see really new ways of learning, like having students explore an environment (built or natural) by using embedded sensors, QR codes, and live datastreams from items and locations.  Instructors can build treasure hunts through campuses, nature preserves, museums, or cities.  Or even more creative enterprises.
  4. New forms of research.  As with #3, but at a higher level.  Researchers can gather and process data using networked swarms of devices.  Plus academics studying and developing the IoT in computer science and other disciplines.
  5. An environmental transformation.  People will increasingly come to campus with experiences of a truly interactive, data-rich world.  They will expect a growing proportion of objects to be at least addressable, if not communicative.  This population will become students, instructors, and support staff.  They will have a different sense of the boundaries between physical and digital than we now have in 2014. Will this transformed community alter a school’s educational mission or operations?

How the internet could evolve to 2026: responding to Pew Posted on

teaching with technology

Boulder Faculty Teaching with Technology Report
Sarah Wise, Education Researcher ,  Megan Meyer, Research Assistant, March 8,2016

http://www.colorado.edu/assett/sites/default/files/attached-files/final-fac-survey-full-report.pdf

Faculty perceive undergraduates to be less proficient with digital literacy skills. One-third think
their students do not find or organize digital information very well. The majority (52%) think
they lack skill in validating digital information.
My note: for the SCSU librarians, digital literacy is fancy word for information literacy. Digital literacy, as used in this report is much greater area, which encompasses much broader set of skills
Faculty do not prefer to teach online (57%) or in a hybrid format (where some sessions occur
online, 32%). One-third of faculty reported no experience with these least popular course types
my note: pay attention to the questions asked; questions I am asking Mike Penrod to let me work with faculty for years. Questions, which are snubbed by CETL and a dominance of D2L and MnSCU mandated tools is established.

Table 5. Do you use these in-class technologies for teaching undergraduates? Which are the Top 3 in-class technologies you would like to learn or use more? (n = 442)

Top 3 use in most of my classes have used in some classes tried, but do not use  

N/A: no experience

in-class activities, problems (via worksheets, tablets, laptops, simulations, beSocratic, etc.)  

52%

 

33%

 

30%

 

6%

 

30%

in-class question, discussion tools (e.g. Twitter, TodaysMeet, aka “backchannel communication”)  

 

47%

 

 

8%

 

 

13%

 

 

11%

 

 

68%

using online resources to find high quality curricular materials  

37%

 

48%

 

31%

 

3%

 

18%

iClickers 24% 23% 16% 9% 52%
other presentation tool (Prezi, Google presentation, Slide Carnival, etc.)  

23%

 

14%

 

21%

 

15%

 

51%

whiteboard / blackboard 20% 58% 23% 6% 14%
Powerpoint or Keynote 20% 74% 16% 4% 5%
document camera / overhead projector 15% 28% 20% 14% 38%

 

Table 6. Do you have undergraduates use these assignment technology tools? Which are your Top 3 assignment technology tools to learn about or use more? (n = 432)

Top 3 use in most of my classes have used in some classes tried, but do not use N/A: no experience using
collaborative reading and discussion tools (e.g. VoiceThread, NB, NotaBene, Highlighter, beSocratic) 43% 3% 10% 10% 77%
collaborative project, writing, editing tools (wikis, PBWorks, Weebly, Google Drive, Dropbox, Zotero)  

38%

 

16%

 

29%

 

12%

 

43%

online practice problems / quizzes with instant feedback 36% 22% 22% 8% 47%
online discussions (D2L, Today’s Meet, etc) 31% 33% 21% 15% 30%
individual written assignment, presentation and project tools (blogs, assignment submission, Powerpoint, Prezi, Adobe Creative Suite, etc.)  

31%

 

43%

 

28%

 

7%

 

22%

research tools (Chinook, pubMed, Google Scholar, Mendeley, Zotero, Evernote) 30% 33% 32% 8% 27%
online practice (problems, quizzes, simulations, games, CAPA, Pearson Mastering, etc.) 27% 20% 21% 7% 52%
data analysis tools (SPSS, R, Latex, Excel, NVivo, MATLAB, etc.) 24% 9% 23% 6% 62%
readings (online textbooks, articles, e-books) 21% 68% 23% 1% 8%

Table 7. Do you use any of these online tools in your teaching? Which are the Top 3 online tools you would like to learn about or use more? (n = 437)

 

 

 

Top 3

 

use in most of my classes

 

have used in some classes

 

tried, but do not use

N/A: no experience using
videos/animations produced for my course (online lectures, Lecture Capture, Camtasia, Vimeo)  

38%

 

14%

 

21%

 

11%

 

54%

chat-based office hours or meetings (D2L chat, Google Hangouts, texting, tutoring portals, etc.)  

36%

 

4%

 

9%

 

10%

 

76%

simulations, PhET, educational games 27% 7% 17% 6% 70%
videoconferencing-based office hours or meetings (Zoom, Skype, Continuing Education’s Composition hub, etc.)  

26%

 

4%

 

13%

 

11%

 

72%

alternative to D2L (moodle, Google Site, wordpress course website) 23% 11% 10% 13% 66%
D2L course platform 23% 81% 7% 4% 8%
online tutorials and trainings (OIT tutorials, Lynda.com videos) 21% 4% 16% 13% 68%
D2L as a portal to other learning tools (homework websites, videos, simulations, Nota Bene/NB, Voice Thread, etc.)  

21%

 

28%

 

18%

 

11%

 

42%

videos/animations produced elsewhere 19% 40% 36% 2% 22%

In both large and small classes, the most common responses faculty make to digital distraction are to discuss why it is a problem and to limit or ban phones in class.
my note: which completely defies the BYOD and turns into empty talk / lip service.

Quite a number of other faculty (n = 18) reported putting the onus on themselves to plan engaging and busy class sessions to preclude distraction, for example:

“If my students are more interested in their laptops than my course material, I need to make my curriculum more interesting.”

I have not found this to be a problem. When the teaching and learning are both engaged/engaging, device problems tend to disappear.”

The most common complaint related to students and technology was their lack of common technological skills, including D2L and Google, and needing to take time to teach these skills in class (n = 14). Two commented that digital skills in today’s students were lower than in their students 10 years ago.

Table 9. Which of the following are the most effective types of learning opportunities about teaching, for you? Chose your Top 2-3. (n = 473)

Count           Percentage

meeting 1:1 with an expert 296 63%
hour-long workshop 240 51%
contact an expert on-call (phone, email, etc) 155 33%
faculty learning community (meeting across asemester,

e.g. ASSETT’s Hybrid/Online Course Design Seminar)

116 25%
expert hands-on support for course redesign (e.g. OIT’s Academic Design Team) 114 24%
opportunity to apply for grant funding with expert support, for a project I design (e.g. ASSETT’s Development Awards)  

97

 

21%

half-day or day-long workshop 98 21%
other 40 8%
multi-day retreats / institutes 30 6%

Faculty indicated that the best times for them to attend teaching professional developments across the year are before and early semester, and summer. They were split among all options for meeting across one week, but preferred afternoon sessions to mornings. Only 8% of respondents (n = 40) indicated they would not likely attend any professional development session (Table 10).

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Teaching Through Technology
http://www.maine.edu/pdf/T4FinalYear1ReportCRE.pdf

Table T1: Faculty beliefs about using digital technologies in teaching

Count Column N%
Technology is a significant barrier to teaching and learning. 1 0.2%
Technology can have a place in teaching, but often detracts from teaching and learning. 76 18.3%
Technology has a place in teaching, and usually enhances the teaching learning process. 233 56.0%
Technology greatly enhances the teaching learning process. 106 25.5%

Table T2: Faculty beliefs about the impact of technology on courses

Count Column N%
Makes a more effective course 302 72.6%
Makes no difference in the effectiveness of a course 42 10.1%
Makes a less effective course 7 1.7%
Has an unknown impact 65 15.6%

Table T3: Faculty use of common technologies (most frequently selected categories shaded)

Once a month or less A few hours a month A few hours a week An hour a day Several hours a day
Count % Count % Count % Count % Count %
Computer 19 4.8% 15 3.8% 46 11.5% 37 9.3% 282 70.7%
Smart Phone 220 60.6% 42 11.6% 32 8.8% 45 12.4% 24 6.6%
Office Software 31 7.8% 19 4.8% 41 10.3% 82 20.6% 226 56.6%
Email 1 0.2% 19 4.6% 53 12.8% 98 23.7% 243 58.7%
Social Networking 243 68.8% 40 11.3% 40 11.3% 23 6.5% 7 2.0%
Video/Sound Media 105 27.6% 96 25.2% 95 24.9% 53 13.9% 32 8.4%

Table T9: One sample t-test for influence of technology on approaches to grading and assessment

Test Value = 50
t df Sig. (2-tailed) Mean Difference 95% Confidence Interval of the Difference
Lower Upper
In class tests and quizzes -4.369 78 .000 -9.74684 -14.1886 -5.3051
Online tests and quizzes 5.624 69 .000 14.77143 9.5313 20.0115
Ungraded  assessments 1.176 66 .244 2.17910 -1.5208 5.8790
Formative assessment 5.534 70 .000 9.56338 6.1169 13.0099
Short essays, papers, lab reports, etc. 2.876 70 .005 5.45070 1.6702 9.2312
Extended essays and major projects or performances 1.931 69 .058 3.67143 -.1219 7.4648
Collaborative learning projects .000 73 1.000 .00000 -4.9819 4.9819

Table T10: Rate the degree to which your role as a faculty member and teacher has changed as a result of increased as a result of increased use of technology

Strongly Disagree Disagree Somewhat Disagree Somewhat Agree Agree Strongly Agree
Count % Count % Count % Count % Count % Count %
shifting from the role of content expert to one of learning facilitator  

12

 

9.2%

 

22

 

16.9%

 

14

 

10.8%

 

37

 

28.5%

 

29

 

22.3%

 

16

 

12.3%

your primary role is to provide content for students  

14

 

10.9%

 

13

 

10.1%

 

28

 

21.7%

 

29

 

22.5%

 

25

 

19.4%

 

20

 

15.5%

your identification with your University is increased  

23

 

18.3%

 

26

 

20.6%

 

42

 

33.3%

 

20

 

15.9%

 

12

 

9.5%

 

3

 

2.4%

you have less ownership of your course content  

26

 

20.2%

 

39

 

30.2%

 

24

 

18.6%

 

21

 

16.3%

 

14

 

10.9%

 

5

 

3.9%

your role as a teacher is strengthened 13 10.1% 12 9.3% 26 20.2% 37 28.7% 29 22.5% 12 9.3%
your overall control over your course(s) is diminished  

23

 

17.7%

 

44

 

33.8%

 

30

 

23.1%

 

20

 

15.4%

 

7

 

5.4%

 

6

 

4.6%

Table T14: One sample t-test for influence of technology on faculty time spent on specific teaching activities

Test Value = 50
t df Sig. (2-tailed) Mean Difference 95% Confidence Interval of the Difference
Lower Upper
Lecturing -7.381 88 .000 -12.04494 -15.2879 -8.8020
Preparing course materials 9.246 96 .000 16.85567 13.2370 20.4744
Identifying course materials 8.111 85 .000 13.80233 10.4191 17.1856
Grading / assessing 5.221 87 .000 10.48864 6.4959 14.4813
Course design 12.962 94 .000 21.55789 18.2558 24.8600
Increasing access to materials for all types of learners 8.632 86 .000 16.12644 12.4126 19.8403
Reading student discussion posts 10.102 79 .000 21.98750 17.6553 26.3197
Email to/with students 15.809 93 .000 26.62766 23.2830 29.9724

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Study of Faculty and Information Technology, 2014

http://net.educause.edu/ir/library/pdf/ers1407/ers1407.pdf

Although the LMS is pervasive in higher education, 15% of faculty said that they
do not use the LMS at all. Survey demographics suggest these nonusers are part of
the more mature faculty ranks, with a tenure status, more than 10 years of teaching
experience, and a full-professor standing.
18
The vast majority of faculty use the LMS
to conduct or support their teaching activities, but only three in five LMS users (60%)
said it is critical to their teaching. The ways in which faculty typically use the LMS are
presented in figure 8.
19
Pushing out information such as a syllabus or other handout
is the most common use of the LMS (58%), which is a basic functionality of the
first-generation systems that emerged in the late 1990s, and it remains one of the core
features of any LMS.
20
Many institutions preload the LMS with basic course content
(58%), up about 12% since 2011, and this base gives instructors a prepopulated plat
form from which to build their courses.
21
Preloading basic content does not appear to
preclude faculty from making the LMS part of their daily digital habit; a small majority
of faculty (56%) reported using the LMS daily, and another 37% use it weekly.

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Digital Literacy, Engagement, and Digital Identity Development

https://www.insidehighered.com/blogs/student-affairs-and-technology/digital-literacy-engagement-and-digital-identity-development

igital Literacy, Engagement, and Digital Identity Development

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more on digital literacy in this IMS blog

https://blog.stcloudstate.edu/ims?s=digital+literacy

Save

10 Big Hurdles to Identifying and Educating the Nation’s Smartest Kids

https://ww2.kqed.org/mindshift/2015/08/24/10-big-hurdles-to-identifying-and-educating-the-nations-smartest-kids/

1. Just 8.8 percent of U.S. students are classified as “high achievers” in mathematics, according to the most recent international assessments. That’s well below the average of 12.6 percent for affluent nations.

2. No Child Left Behind, the 2001 federal law, incentivizes “just getting kids over a bar,” Finn says. “In the public policies affecting our schools — state and federal — there’s almost no incentive to boost a smart kid up the scale or take someone who’s ‘proficient’ and push them to ‘advanced.’ ” [We’ve written before about proficiency and the tendency, under high-stakes testing, for schools to focus resources on kids who are “on the bubble.”]

7. One promising practice from overseas is screening all kids at third or fourth grade — after they’ve had a few years of school — and directing special resources to the top scorers. Here in the U.S., all third-graders are tested, but the high scorers don’t get anything. Meanwhile, screening for gifted programs usually happens in kindergarten, which creates a heavy bias toward those who come from more affluent homes.

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more on gifted education in this IMS blog

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

badges blueprint

Supporting Student Engagement and Recognizing Learning With Digital Badges

Veronica Diazhttps://www.league.org/innovation-showcase/supporting-student-engagement-and-recognizing-learning-digital-badges

Digital badges unify the learning that happens in these diverse contexts—often at a relatively granular level—with a common and portable representation of achievement.

Digital badges:

  • include a consistent set of metadata or information about the nature of the assessment, experience, or criteria that led to the skills or competency-based outcomes represented;
  • incorporate authentic evidence of the outcome being certified;
  • can be shared, displayed, or pulled into different kinds of platforms and environments in both human-readable and machine-readable formats;
  • can be distributed in a simple, consistent format, fostering relationship building, networking, and just-in-time career development opportunities;
  • are searchable and discoverable in a range of settings; and
  • offer data and insights about how and where they are used, valued, and consumed.

As a marker of achievement, a digital badge looks both backward and forward at the same time: backward to the experience or assessment that was completed to qualify for it, and forward to the benefits, rewards, or new opportunities available to those who have earned it.

Some of the possibilities you might consider include:

  • Serving as an alternate qualification for lifelong learning. Degrees and licenses certify summative achievements often following formal education programs or courses of study; do your digital badges provide official certification recognizing learning that is more granular, formative, or incremental?
  • Surfacing, verifying, or sharing evidence of achievement. How can we surface discrete evidence that certifies a skill or accomplishment, and by doing so arm learners with official recognition they can use toward new opportunities? Does validating and making a specific success or outcome more visible, portable, and sharable help a learner move successfully from one learning experience to the next?
  • Democratizing the process of issuing credit. How can we empower anyone who can observe or assess meaningful achievements to issue digital recognition of those accomplishments, even if that means that credential issuing becomes less centralized?
  • Exposing pathways and providing scaffolding. How can we better suggest or illuminate a path forward for learners while also enabling that pathway and progress to be shared with an external audience of peers or potential employers?
  • Supporting ongoing engagement. How can digital badges support learners incrementally as they progress through a learning experience? Can we enhance motivation before and after the experience?

The process for developing an effective badge system can be broken into steps:

  1. Create a badge constellation. A constellation is a master plan or blueprint that shows all of the badges you intend to offer and how they relate to core themes or to each other.
  2. Map meaning to each badge and to the overall badge system. Ensure that each part of your constellation has a value to the earner, to your organization, and to those who would reward or offer opportunities to bearers of each badge.
  3. Identify or develop an assessment strategy. How will you know when an earner is ready to receive a badge? Are existing assessments, observation opportunities, or measures already in place, or does your system require new ways to determine when an individual has qualified for a digital badge or credential? What activities or work will be assessed, and what evidence can accompany each issued badge?
  4. Determine relationships within the system and how learners progress. Is your plan one that shows progress, where components build on one another? How does one badge relate to another or stack to support ongoing personal or professional development?
  5. Incorporate benefits, opportunities, and rewards into the system. Work backwards from the benefits that will be available to those who earn badges in your system. Does each badge serve a greater purpose than itself? What doors does it unlock for earners? How will you communicate and promote the value of your badges to all constituents?
  6. Address technology considerations. How will you create and issue badges? Where and how will the badges be displayed or consumed by other systems and platforms in which they realize their potential value?
  7. Develop an appropriate graphic design. While the visual design is but one element of a badge rich with data, how an achievement is visually represented communicates a great deal of additional information. Digital badges offer a unique and powerful opportunity to market the skills and capabilities of those who complete your programs, and badges promote your initiatives as well as your organization and what it values.

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more on badges in this blog

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

strategic planing social media libraries

A More Effective Social Media Presence: Strategic Planning and Project Management from ALATechSource

Strategic Planning for Social Media in Libraries (2012)

Sarah K. Steiner

https://books.google.com/books/about/Strategic_Planning_for_Social_Media_in_L.html

http://www.alastore.ala.org/pdf/steiner_ch1.pdf

p. 1 definition of social media for libraries
six primarytypes exist: “collaborative projects, blogs, content communities, social networking sites,” and two types of virtual worlds: “virtual game worlds, which ask users to follow the rules of the game, and virtual social worlds, wherein users can behave without rules in almost any way they like” (Kaplan and Haenlein, 2010: 59)
it is not that I disagree with such definition, but i wish there was a “door” mentioning “flexibility” and “necessity to reassess” what social media is every year, 3 year, 5 years

p. 2 definition what is strategic planning

  • identify the needs of your target audiences,
  • identify the ways in which you can meet those needs, and
  • identify ways to respond confidently and proactively to changesin those needs.
  1. Where the organization is
  2. Where the organization should go
  3. How the organization can get there (McNamara, 2011)

It must be:

  1. Flexible
  2. Based on data
  3. Maintainable
  4. Regularly cared for

covers and confirms my notes to the SCSU library use of its social media:

p. 83 ask uncomfortable questions
in planning, we must be prepared to ask, critically consider and answer questions that make us uncomfortable (not only that I was not let to ask questions, I was ousted from any body that was making decisions regarding social media. I was openly opposed and rebuked for asking why 3 reference librarians will keep the passwords to the account for the library SM)

p. 83 Communicate
If your team communicates honestly and thoroughly, then positive feelings and advocates for your social media endeavors will grow. In the span of 6 months, I had to ask three times where are the notes of the social media committee kept and eventually i will receive an answer, which in it nebulous and apologetic form was practically not an answer.

p. 83 Don’t rush to conclusions
Satisficing often works, but it can also lead to conclusions that are less then optimal.
In the fall of 2013, I had to fight an overwhelming majority opposing my proposal that social media needs to include student representation, since SM is about dialog, not broadcasting (see page 86) and the current staff and faculty see SM as another form of broadcasting. In the span of six months, by the summer of 2014 library staff and faculty had fallen in the other extreme, letting one single student run all library SM. That student did/could not have understanding of the scope and goals of the library resulting in satisficing.

p. 84 aim for consensus, but don’t require it
Consensus was the leitmotiv of the dean; it failed in general, and it failed in SM. 

p. 84  get an external reviewer

p. 84 value and celebrate small success
a strategic plan will be realized through a series of small actions, not one or two pivotal plots.

p. 84 create accountability

p. 86 maintain a consistent tone and brand
visual and tone based consistency.
This library DOES maintain consistency by posting Instagram pictures of people covering their faces with books, so part of their face compliments a face on cover of books. It is done by other libraries and it would have been cute and original if not overdone. If the SM activities of a library consist mostly of such activities then the “branding” part definitely is hurt. Yet, the faculty in this library vehemently adhere to “let’s see what other libraries are doing,” but does not understand that it needs further conceptualizing to figure out how to transform into “brand.”

p. 86 capitalize on the strengths of social media
“in many cases, business and libraries use SM exactly as they use their websites: to push content.
This has been the main criticism from the start: the three reference librarians holding the passwords to the SM account were using Facebook as a announcement board and kept dormant the other accounts. The resolution of the library faculty who was called to arbitrate the argument with these three librarian: “I don’t understand very well Facebook.” The interim dean, who, subsequently had to resolve this dispute: “I don’t use Facebook.”

p. 87 Metrics

Analyze and tweak plan
measuring success is about maximizing time and efforts, not about laying blame for shortcomings or failures.
this applies to daily tasks and responsibilities and shuffling time, but when the organization does not have a clear overarching goal and clear strategy how to achieve it, then issues must be raised up. which leads to:

p. 92 Plan for conversation
the inclusion of conversation. incorporate your patrons as primary content creators (not appointing just a single student worker to broadcast)

p. 92 use SM as an assessment or feedback tool

p. 93 plan to monitor your brand
if you decide to start watching these types of mentions, you’ll want to consider whether you’ll adopt a passive or an active role in responding to them.

review:
http://www.tandfonline.com/doi/abs/10.1080/1941126X.2012.732867

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Social media strategy 2013-2014
National Library Australia

https://www.nla.gov.au/policy-and-planning/social-media-strategy-2013

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10 Social Media Marketing Tips for Libraries,Ellyssa KroskiFebruary 12, 2013

http://oedb.org/ilibrarian/10-social-media-marketing-tips-for-libraries/

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Social Media: Libraries Are Posting, but Is Anyone Listening?By on May 7, 2013

http://lj.libraryjournal.com/2013/05/marketing/social-media-libraries-are-posting-but-is-anyone-listening/

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Strategic Planning for Social Media in Libraries: The Case of Zimbabwe

http://www.igi-global.com/chapter/strategic-planning-for-social-media-in-libraries/127826

over-achieving students ignored

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

By Dian Schaffhauser 08/23/16

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

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

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

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

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more on gifted students in this IMS blog

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

gradecraft is lms plus gaming

An LMS to Support ‘Gameful’ Learning

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

By David Raths 08/24/16

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

UM School of Information and School of Education

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

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

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

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more on LMS in this blog

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

more on gaming in this blog

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

more on badges in this blog

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

Key Issues in Teaching and Learning 2016

This year we’d like to involve a wider segment of the teaching and learning community to help us design the survey.  Please join us online for one of two 30-minute discussion sessions:

Sept 14 at 12pm ET OR Sept 15 at 2pm ET
To join, just go to https://educause.acms.com/eliweb on the date and time of the session and join as a guest. No registration or login needed.

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Key Issues in Teaching and Learning 2016

http://www.educause.edu/eli/initiatives/key-issues-in-teaching-and-learning

Key Issues in Teaching and Learning 2016

1. Academic Transformation

3. Assessment of Learning

4. Online and Blended Learning

5. Learning Analytics

6. Learning Space Design

8. Open Educational Resources & Content

9. Working with Emerging Technology

10. Next Gen Digital Learning Environments (NGDLE) & Services

11. Digital & Informational Literacies

12. Adaptive Learning

13. Mobile Learning

14. Evaluating Tech-Based Instructional Innovations

15. Evolution of the Profession

The Connections Between Computer Use and Learning Outcomes in Students

https://ww2.kqed.org/mindshift/2016/08/11/the-connections-between-computer-use-and-learning-outcomes-in-students/

Last fall, the Organization for Economic Co-operation and Development published its first-ever, and one of the largest-ever, international analyses of student access to computers and how that relates to student learning. (The OECD administers the PISA test, the world-famous international academic ranking.)

“Students who use computers very frequently at school do a lot worse in most learning outcomes, even after controlling for social background and student demographics.”

In April, the research firm SRI published a report at the behest of the Bill & Melinda Gates Foundation (which is a supporter of NPR Ed). It looked at college courses that are using so-called “adaptive learning” software as an enhancement to blended courses.

Finally, a study published in July looked at high-achieving eighth-graders across North Carolina who had the opportunity to take Algebra I online. The study found that they did much worse than students who took the course face-to-face — about a third of a letter grade worse, in fact.

Implementation is really important, yet it’s often ignored.

Imperfect data and inadequate evaluation make it hard to understand or improve the use of ed-tech.

Computers are enhancing access. There’s less evidence that they’re enhancing learning.

 

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more on the relationship between technology and learning in this IMS blog

https://blog.stcloudstate.edu/ims?s=technology+learning

MN eSummit 2016

Minnesota eLearning Summit

July27 3:30PM, D-9 L3000 http://www.slideshare.net/aidemoreto/esummit2016
#MNsummit2016 #MUSM123

Faculty Migration from Text-Based to Media-Rich Content:
Crowdsourcing the Meaningful Application of LMS (D2L)
Quizzes
Marion Judish and Plamen Miltenoff,
Saint Cloud State University
In a music class MUSM 123, two faculty aim to expand the use of LMS
(D2L) quizzes from assessment to training tools, thus paving the
road for better learning among students. The traditional text-based
content for the quizzes is replaced with media (audio) files for fuller
content understanding by students. Based on the experience of both
faculty, which will be shared with the audience, a discussion and
brainstorming session is sought to generate ideas and involve the
audience’s experience in improving a transition from a prevalence of
text quizzes, in particular, and teaching materials, in general, to a
replacement by media-rich teaching content. Other interweaving
topics to accompany this brainstorming discussion include but
are not limited to: faculty collaboration during technology
implementation in teaching, LMS (

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