Searching for "instruction"

2019 Year in Education

https://www.nytimes.com/2019/12/27/us/cheating-scandals-charters-and-falling-test-scores-5-takeaways-from-the-year-in-education.html?fbclid=IwAR22ylJH3gNPfSOmr9LKEzDHdLR8gmq4uFwF1VAvCDKxx46GmQ8yKJB9jbk

five of the biggest education stories of the year

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https://www.politics-prose.com/event/book/diane-ravitch-slaying-goliath-passionate-resistance-to-privatization-and-fight-to-save

importance of universal design

The Importance of Universal Design in Online Learning

Dec. 11, 2019  • Webinar 2pm ET

utilize Learning Management System (LMS) analytics to promote self-improvement in instruction, student interaction and institutional frameworks.

In our new webinar, join D2L to explore strategies in Universal Design of Learning (UDL) and to understand how D2L supports UDL through the design of its Brightspace LMS platform – and via third-party partnerships – to provide students multiple ways to gain knowledge, engage and demonstrate learning.

Webinar participants will learn:

  • In-depth details about D2L UDL features
  • Useful insights about universal design provided by Dr. Sheryl Burgstahler of the University of Washington, including concrete steps to make your courses more universally designed
  • Information about third-party integrations

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

feedback w technology

How to Give Your Students Better Feedback With Technology ADVICE GUIDE

y Holly Fiock and Heather Garcia

https://www.chronicle.com/interactives/20191108-Advice-Feedback

students continue to report dissatisfaction with the feedback they get on assignments and tests — calling it vague, discouraging, and/or late.

The use of technology in the classroom (both in face-to-face and online environments)

  • Rubrics: online scoring guides to evaluate students’ work.
  • Annotations: notes or comments added digitally to essays and other assignments.
  • Audio: a sound file of your voice giving feedback on students’ work.
  • Video: a recorded file of you offering feedback either as a “talking head,” a screencast, or a mix of both.
  • Peer review: online systems in which students review one another’s work.

Two main types of feedback — formative and summative — work together in that process but have different purposes. Formative feedback occurs during the learning process and is used to monitor progress. Summative feedback happens at the end of a lesson or a unit and is used to evaluate the achievement of the learning outcomes.

Good feedback should be: Frequent, Specific, Balanced, Timely

guide on inclusive teaching, frequent, low-stakes assessments are an inclusive teaching practice.

Time-Saving Approaches: rubrics and peer-reviews.

When to Use Audio or Video Tools for Feedback: personalize your feedback, convey nuance, demonstrate a process, avoid miscommunication

Faculty interest in classroom innovation is on the rise. Professors are trying all sorts of new techniques to improve the first few minutes of class, to make their teaching more engaging, to hold better class discussions. Buzzwords like active learningauthentic assessmenttechnology integration, and case-based learning are more and more a part of faculty discussions.

Don’t assume technology will solve every problem.

Avoid making long videos

Video and audio feedback doesn’t have to be perfect.

There is such a thing as too much information.

Have a plan.

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

jigsaw classroom

https://www.jigsaw.org/

The jigsaw classroom is a research-based cooperative learning technique invented and developed in the early 1970s by Elliot Aronson and his students at the University of Texas and the University of California. Since 1971, thousands of classrooms have used jigsaw with great success.

STEP ONE

Divide students into 5- or 6-person jigsaw groups.

The groups should be diverse in terms of gender, ethnicity, race, and ability.

STEP TWO

Appoint one student from each group as the leader.

Initially, this person should be the most mature student in the group.

STEP THREE

Divide the day’s lesson into 5-6 segments.

For example, if you want history students to learn about Eleanor Roosevelt, you might divide a short biography of her into stand-alone segments on: (1) Her childhood, (2) Her family life with Franklin and their children, (3) Her life after Franklin contracted polio, (4) Her work in the White House as First Lady, and (5) Her life and work after Franklin’s death.

STEP FOUR

Assign each student to learn one segment.

Make sure students have direct access only to their own segment.

STEP FIVE

Give students time to read over their segment at least twice and become familiar with it.

There is no need for them to memorize it.

STEP SIX

Form temporary “expert groups” by having one student from each jigsaw group join other students assigned to the same segment.

Give students in these expert groups time to discuss the main points of their segment and to rehearse the presentations they will make to their jigsaw group.

STEP SEVEN

Bring the students back into their jigsaw groups.

STEP EIGHT

Ask each student to present her or his segment to the group.

Encourage others in the group to ask questions for clarification.

STEP NINE

Float from group to group, observing the process.

If any group is having trouble (e.g., a member is dominating or disruptive), make an appropriate intervention. Eventually, it’s best for the group leader to handle this task. Leaders can be trained by whispering an instruction on how to intervene, until the leader gets the hang of it.

STEP TEN

At the end of the session, give a quiz on the material.

Students quickly come to realize that these sessions are not just fun and games but really count.

students belonging to online community

Faculty searching for survey[s] reflecting students’ feelings about the level of belonging to online community.

https://www.edweek.org/ew/articles/2017/06/21/belonging-at-school-starts-with-teachers.html

http://jolt.merlot.org/vol7no2/young_0611.pdf

Drouin, M., & Vartanian, L. (2010). Students’ feelings of and desire for sense of community in face-to-face and online courses.(Survey). Quarterly Review of Distance Education11(3).

https://mnpals-scs.primo.exlibrisgroup.com/discovery/fulldisplay?docid=gale_ofa284222166&context=PC&vid=01MNPALS_SCS:SCS&search_scope=MyInst_and_CI&tab=Everything&lang=en

Keengwe, J., & Wilsey, B. (2012). Online graduate students’ perceptions of face-to-face classroom instruction.(Report). International Journal of Information and Communication Technology Education8(3), 45–54. https://doi.org/10.4018/jicte.2012070106

https://mnpals-scs.primo.exlibrisgroup.com/discovery/fulldisplay?docid=gale_ofa294896344&context=PC&vid=01MNPALS_SCS:SCS&search_scope=MyInst_and_CI&tab=Everything&lang=en

Singh, A., & Srivastava, S. (2014). Development and Validation of Student Engagement Scale in the Indian Context. Global Business Review15(3), 505–515. https://doi.org/10.1177/0972150914535137

https://mnpals-scs.primo.exlibrisgroup.com/discovery/fulldisplay?docid=sage_s10_1177_0972150914535137&context=PC&vid=01MNPALS_SCS:SCS&search_scope=MyInst_and_CI&tab=Everything&lang=en

digital media misinformation

Digital Media Has a Misinformation Problem—but It’s an Opportunity for Teaching.

Jennifer Sparrow    Dec 13, 2018

https://www.edsurge.com/news/2018-12-13-digital-media-has-a-misinformation-problem-but-it-s-an-opportunity-for-teaching

https://www.edsurge.com/news/2018-12-13-digital-media-has-a-misinformation-problem-but-it-s-an-opportunity-for-teaching

Research has shown that 50 percent of college students spend a minimum of five hours each week on social media. These social channels feed information from news outlets, private bloggers, friends and family, and myriad other sources that are often curated based on the user’s interests. But what really makes social media a tricky resource for students and educators alike is that most companies don’t view themselves as content publishers. This position essentially absolves social media platforms of the responsibility to monitor what their users share, and that can allow false even harmful information to circulate.

“How do we help students become better consumers of information, data, and communication?” Fluency in each of these areas is integral to 21st century-citizenry, for which we must prepare students.

In English 202C, a technical writing course, students use our Invention Studio and littleBits to practice inventing their own electronic devices, write instructions for how to construct the device, and have classmates reproduce the invention.

The proliferation of mobile devices and high-speed Wi-Fi have made videos a common outlet for information-sharing. To keep up with the changing means of communication, Penn State campuses are equipped with One Button Studio, where students can learn to produce professional-quality video. With this, students must learn how to take information and translate it into a visual medium in a way that will best benefit the intended audience. They can also use the studios to hone their presentation or interview skills by recording practice sessions and then reviewing the footage.
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more on digital media in this IMS blog
https://blog.stcloudstate.edu/ims?s=digital+media

Gestalt and Visual Communication

Gestalt principles in User Interface design.

How to become a master manipulator of Visual Communication.

Jan 16, 2018 Eleana Gkogka

https://medium.muz.li/gestalt-principles-in-ui-design-6b75a41e9965

Great designers understand the powerful role that psychology plays in visual perception. What happens when someone’s eye meets your design creations?

Gestalt (form, shape in German) is a group of visual perception principles developed by German psychologists in 1920s. It is built on the theory that “an organized whole, is perceived as greater than the sum of its parts”.

four key ideas:

Emergence

People tend to identify elements first in their general outlined form. Our brain recognizes a simple, well-defined object quicker than a detailed one.

Reification

People can recognize objects even when there are parts of them missing. Our brain matches what we see with familiar patterns stored in our memory and fills in the gaps.

Multi-Stability

People will often interpret ambiguous objects in more than one ways. Our brains will bounce back and forth between the alternatives seeking certainty. As a result, one view will become more dominant while the other one will get harder to see.

Invariance

People can recognise simple objects independently of their rotation, scale and translation. Our brain can perceive objects from different perspectives, despite their different appearance.

Proximity

Elements arranged close to each other are perceived as more related than those placed further apart. This way different elements are viewed mainly as a group rather than as individual elements.

the Common Region principle

A good Common Region example would be the card UI pattern; a well defined rectangular space with different bits of information presented as one. Banners and tables are good examples as well.

Similarity

Elements sharing similar visual characteristics are perceived to be more related than those not sharing similar characteristics.

We can use the principle of Similarity in navigation, links, buttons, headings, call to actions and more.

Closure

A group of elements are often perceived to be a single recognisable form or figure. The Closure also occurs when an object is incomplete, or parts of it are not enclosed.

We can use the Closure principle in Iconography, where simplicity helps with communicating meaning, swiftly and clearly.

Symmetry

Symmetrical elements tend to perceived as belonging together regardless of their distance, giving us a feeling of solidity and order.

It’s good to use Symmetry for portfolios, galleries, product displays, listings, navigation, banners, and any content-heavy page.

Continuation

Elements arranged in a line or a soft curve are perceived to be more related than those arranged randomly or in a harsh line.

The linear arrangement of rows and columns are good examples of Continuity. We can use them in menus and sub-menus, lists, product arrangements, carousels, services or process/progress displays.

Common Fate

Elements moving towards the same direction are perceived as more related than those moving in different directions, or not moving at all.

We can use the Common Fate principle in expandable menus, accordions, tool-tips, product sliders, parallax scrolls and swiping indicators.

User Interface Design isn’t all about pretty pixels and sparkly graphics. It’s mainly about communication, performance and convenience.

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

MN summit on learning and technology 2019

http://blog.stcloudstate.edu/oer/2019/07/29/oer-collaboration/

Open Community: OER Collaboration and Support

Open Community: OER Collaboration and Support, 8/1/19, MN Summit on Learning and Technology

Thursday, August 1, 11:30 AM Central Time. We stream our discussion live on Facebook: https://www.facebook.com/InforMediaServices/

Rachel Wexelbaum, Assoc Prof, University Library, St Cloud State University  email@stcloudstate.edu
Plamen Miltenoff, Professor, InforMedia Services, St Cloud State University pmiltenoff@stcloudstate.edu
Aura Lippincott, Instructional Designer, Western Connecticut State University lippincotta@wcsu.edu

influential tools for online learning

Online Learning’s ‘Greatest Hits’

Robert Ubell (Columnist)     Feb 20, 2019

https://www.edsurge.com/news/2019-02-20-online-learning-s-greatest-hits

dean of web-based distance learning

Learning Management Systems

Neck and neck for the top spot in the LMS academic vendor race are Blackboard—the early entry and once-dominant player—and coming-up quickly from behind, the relatively new contender, Canvas, each serving about 6.5 million students . The LMS market today is valued at $9.2 billion.

Digital Authoring Systems

Faced with increasingly complex communication technologies—voice, video, multimedia, animation—university faculty, expert in their own disciplines, find themselves technically perplexed, largely unprepared to build digital courses.

instructional designers, long employed by industry, joined online academic teams, working closely with faculty to upload and integrate interactive and engaging content.

nstructional designers, as part of their skillset, turned to digital authoring systems, software introduced to stimulate engagement, encouraging virtual students to interface actively with digital materials, often by tapping at a keyboard or touching the screen as in a video game. Most authoring software also integrates assessment tools, testing learning outcomes.

With authoring software, instructional designers can steer online students through a mixtape of digital content—videos, graphs, weblinks, PDFs, drag-and-drop activities, PowerPoint slides, quizzes, survey tools and so on. Some of the systems also offer video editing, recording and screen downloading options

Adaptive Learning

As with a pinwheel set in motion, insights from many disciplines—artificial intelligence, cognitive science, linguistics, educational psychology and data analytics—have come together to form a relatively new field known as learning science, propelling advances in a new personalized practice—adaptive learning.

MOOCs

Of the top providers, Coursera, the Wall Street-financed company that grew out of the Stanford breakthrough, is the champion with 37 million learners, followed by edX, an MIT-Harvard joint venture, with 18 million. Launched in 2013, XuetangX, the Chinese platform in third place, claims 18 million.

Former Yale President Rick Levin, who served as Coursera’s CEO for a few years, speaking by phone last week, was optimistic about the role MOOCs will play in the digital economy. “The biggest surprise,” Levin argued, “is how strongly MOOCs have been accepted in the corporate world to up-skill employees, especially as the workforce is being transformed by job displacement. It’s the right time for MOOCs to play a major role.”

In virtual education, pedagogy, not technology, drives the metamorphosis from absence to presence, illusion into reality. Skilled online instruction that introduces peer-to-peer learning, virtual teamwork and other pedagogical innovations stimulate active learning. Online learning is not just another edtech product, but an innovative teaching practice. It’s a mistake to think of digital education merely as a device you switch on and off like a garage door.

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

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