Searching for "higher ed"

Zoom succumbs to Chinese authorities

After March 2020 reports about Zoom privacy issues, now Zoom acknowledges working with the Chinese government:

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Is Zoom Safe for Chinese Students?

Elizabeth Redden June 12, 2020

https://www.insidehighered.com/news/2020/06/12/scholars-raise-concerns-about-using-zoom-teach-about-china

Unlike many other major tech platforms based in the U.S., Zoom, which is headquartered in California, has not been blocked by the Chinese government. Zoom said in a blog post that it is “developing technology over the next several days that will enable us to remove or block at the participant level based on geography” which will allow the company to “to comply with requests from local authorities when they determine activity on our platform is illegal within their borders; however, we will also be able to protect these conversations for participants outside of those borders where the activity is allowed.”

Zoom’s interference with the Tiananmen gatherings and its suspension of user accounts raised alarm among many in higher education, which increasingly depends on Zoom to operate courses remotely — including for students located within China’s borders.

Multiple scholars took to Twitter to express their worries

PEN America, a group that advocates for free expression, condemned Zoom for shuttering the activist’s account.

This is not the first time Zoom’s links to China have come under scrutiny. In April, the company admitted that some of its user data were “mistakenly” routed through China; in response, the company announced that users of paid Zoom accounts could opt out of having their data routed through data centers in China.

An April 3 report by scholars at the University of Toronto’s Munk School of Global Affairs & Public Policy said Zoom’s research and development operations in China could make the company susceptible “to pressure from Chinese authorities.”

Zoom, whose Chinese-born CEO is a U.S. citizen, said in its latest annual report to the U.S. Securities and Exchange Commission that it had more than 700 employees at its research and development centers in China as of Jan. 31. The SEC filing notes that Zoom has a “high concentration of research and development personnel in China, which could expose us to market scrutiny regarding the integrity of our solution or data security features.”

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Zoom Just Totally Caved In to China on Censorship from r/technology


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more about Zoom in this IMS blog
https://blog.stcloudstate.edu/ims?s=zoom

iLearn2020

YouTube Live stream: https://www.youtube.com/watch?v=DSXLJGhI2D8&feature=youtu.be
and the Discord directions: https://docs.google.com/document/d/1GgI4dfq-iD85yJiyoyPApB33tIkRJRns1cJ8OpHAYno/editiLearn2020

Modest3D Guided Virtual Adventure – iLRN Conference 2020 – Session 1: currently, live session: https://youtu.be/GjxTPOFSGEM

https://mediaspace.minnstate.edu/media/Modest+3D/1_28ejh60g

CALL FOR PROPOSALS: GUIDED VIRTUAL ADVENTURE TOURS
at iLRN 2020: 6th International Conference of the Immersive Learning Research Network
Organized in conjunction with Educators in VR
Technically co-sponsored by the IEEE Education Society
June 21-25, 2020, Online
Conference theme: “Vision 20/20: Hindsight, Insight, and Foresight in XR and Immersive Learning”
Conference website: https://nam02.safelinks.protection.outlook.com/?url=http%3A%2F%2Fimmersivelrn.org%2Filrn2020&data=02%7C01%7Cpmiltenoff%40STCLOUDSTATE.EDU%7C7a9997a1d6724744f7d708d7f52d9387%7C5011c7c60ab446ab9ef4fae74a921a7f%7C0%7C0%7C637247448406614239&sdata=Jt%2BFUtP3Vs%2FQi1z9HCk9x8m%2B%2BRjkZ63qrcoZnFiUdaQ%3D&reserved=0
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Wednesday, June 24 • 12:00pm – 1:00pm

 Instruction and Instructional Design

Presentation 1: Inspiring Faculty (+ Students) with Tales of Immersive Tech (Practitioner Presentation #106)

Authors: Nicholas Smerker

Immersive technologies – 360º video, virtual and augmented realities – are being discussed in many corners of higher education. For an instructor who is familiar with the terms, at least in passing, learning more about why they and their students should care can be challenging, at best. In order to create a font of inspiration, the IMEX Lab team within Teaching and Learning with Technology at Penn State devised its Get Inspired web resource. Building on a similar repository for making technology stories at the sister Maker Commons website, the IMEX Lab Get Inspired landing page invites faculty to discover real world examples of how cutting edge XR tools are being used every day. In addition to very approachable video content and a short summary calling out why our team chose the story, there are also instructional designer-developed Assignment Ideas that allow for quick deployment of exercises related to – though not always relying upon – the technologies highlighted in a given Get Inspired story.

Presentation 2: Lessons Learned from Over A Decade of Designing and Teaching Immersive VR in Higher Education Online Courses (Practitioner Presentation #101)

Authors: Eileen Oconnor

This presentation overviews the design and instruction in immersive virtual reality environments created by the author beginning with Second Life and progressing to open source venues. It will highlight the diversity of VR environment developed, the challenges that were overcome, and the accomplishment of students who created their own VR environments for K12, college and corporate settings. The instruction and design materials created to enable this 100% online master’s program accomplishment will be shared; an institute launched in 2018 for emerging technology study will be noted.

Presentation 3: Virtual Reality Student Teaching Experience: A Live, Remote Option for Learning Teaching Skills During Campus Closure and Social Distancing (Practitioner Presentation #110)

Authors: Becky Lane, Christine Havens-Hafer, Catherine Fiore, Brianna Mutsindashyaka and Lauren Suna

Summary: During the Coronavirus pandemic, Ithaca College teacher education majors needed a classroom of students in order to practice teaching and receive feedback, but the campus was closed, and gatherings forbidden. Students were unable to participate in live practice teaching required for their program. We developed a virtual reality pilot project to allow students to experiment in two third-party social VR programs, AltSpaceVR and Rumii. Social VR platforms allow a live, embodied experience that mimics in-person events to give students a more realistic, robust and synchronous teaching practice opportunity. We documented the process and lessons learned to inform, develop and scale next generation efforts.

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Tuesday, June 23 • 5:00pm – 6:00pm
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Sunday, June 21 • 8:00am – 9:00am
Escape the (Class)room games in OpenSim or Second Life FULLhttps://ilrn2020.sched.com/event/ceKP/escape-the-classroom-games-in-opensim-or-second-lifePre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.The Guided Virtual Adventure tour will take you to EduNation in Second Life to experience an Escape room game. For one hour, a group of participants engage in voice communication and try to solve puzzles, riddles or conundrums and follow clues to eventually escape the space. These scenarios are designed for problem solving and negotiating language and are ideal for language education. They are fun and exciting and the clock ticking adds to game play.Tour guide(s)/leader(s): Philp Heike, let’s talk online sprl, Belgium

Target audience sector: Informal and/or lifelong learning

Supported devices: Desktop/laptop – Windows, Desktop/laptop – Mac

Platform/environment access: Download from a website and install on a desktop/laptop computer
Official website: http://www.secondlife.com

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Thursday, June 25 • 9:00am – 10:00am

Games and Gamification II

Click here to remove from My Sched.

Presentation 1: Evaluating the impact of multimodal Collaborative Virtual Environments on user’s spatial knowledge and experience of gamified educational tasks (Full Paper #91)

Authors: Ioannis Doumanis and Daphne Economou

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Several research projects in spatial cognition have suggested Virtual Environments (VEs) as an effective way of facilitating mental map development of a physical space. In the study reported in this paper, we evaluated the effectiveness of multimodal real-time interaction in distilling understanding of the VE after completing gamified educational tasks. We also measure the impact of these design elements on the user’s experience of educational tasks. The VE used reassembles an art gallery and it was built using REVERIE (Real and Virtual Engagement In Realistic Immersive Environment) a framework designed to enable multimodal communication on the Web. We compared the impact of REVERIE VG with an educational platform called Edu-Simulation for the same gamified educational tasks. We found that the multimodal VE had no impact on the ability of students to retain a mental model of the virtual space. However, we also found that students thought that it was easier to build a mental map of the virtual space in REVERIE VG. This means that using a multimodal CVE in a gamified educational experience does not benefit spatial performance, but also it does not cause distraction. The paper ends with future work and conclusions and suggestions for improving mental map construction and user experience in multimodal CVEs.

Presentation 2: A case study on student’s perception of the virtual game supported collaborative learning (Full Paper #42)

Authors: Xiuli Huang, Juhou He and Hongyan Wang

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The English education course in China aims to help students establish the English skills to enhance their international competitiveness. However, in traditional English classes, students often lack the linguistic environment to apply the English skills they learned in their textbook. Virtual reality (VR) technology can set up an immersive English language environment and then promote the learners to use English by presenting different collaborative communication tasks. In this paper, spherical video-based virtual reality technology was applied to build a linguistic environment and a collaborative learning strategy was adopted to promote their communication. Additionally, a mixed-methods research approach was used to analyze students’ achievement between a traditional classroom and a virtual reality supported collaborative classroom and their perception towards the two approaches. The experimental results revealed that the virtual reality supported collaborative classroom was able to enhance the students’ achievement. Moreover, by analyzing the interview, students’ attitudes towards the virtual reality supported collaborative class were reported and the use of language learning strategies in virtual reality supported collaborative class was represented. These findings could be valuable references for those who intend to create opportunities for students to collaborate and communicate in the target language in their classroom and then improve their language skills

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Thursday, June 25 • 11:00am – 12:00pm

 Games and Gamification III

Click here to remove from My Sched.

Presentation 1: Reducing Cognitive Load through the Worked Example Effect within a Serious Game Environment (Full Paper #19)

Authors: Bernadette Spieler, Naomi Pfaff and Wolfgang Slany

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Novices often struggle to represent problems mentally; the unfamiliar process can exhaust their cognitive resources, creating frustration that deters them from learning. By improving novices’ mental representation of problems, worked examples improve both problem-solving skills and transfer performance. Programming requires both skills. In programming, it is not sufficient to simply understand how Stackoverflow examples work; programmers have to be able to adapt the principles and apply them to their own programs. This paper shows evidence in support of the theory that worked examples are the most efficient mode of instruction for novices. In the present study, 42 students were asked to solve the tutorial The Magic Word, a game especially for girls created with the Catrobat programming environment. While the experimental group was presented with a series of worked examples of code, the control groups were instructed through theoretical text examples. The final task was a transfer question. While the average score was not significantly better in the worked example condition, the fact that participants in this experimental group finished significantly faster than the control group suggests that their overall performance was better than that of their counterparts.

Presentation 2: A literature review of e-government services with gamification elements (Full Paper #56)

Authors: Ruth S. Contreras-Espinosa and Alejandro Blanco-M

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Nowadays several democracies are facing the growing problem of a breach in communication between its citizens and their political representatives, resulting in low citizen’s engagement in the participation of political decision making and on public consultations. Therefore, it is fundamental to generate a constructive relationship between both public administration and the citizens by solving its needs. This document contains a useful literature review of the gamification topic and e-government services. The documents contain a background of those concepts and conduct a selection and analysis of the different applications found. A set of three lines of research gaps are found with a potential impact on future studies.

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Thursday, June 25 • 12:00pm – 1:00pm

 Museums and Libraries

Click here to remove from My Sched.

Presentation 1: Connecting User Experience to Learning in an Evaluation of an Immersive, Interactive, Multimodal Augmented Reality Virtual Diorama in a Natural History Museum & the Importance of Story (Full Paper #51)

Authors: Maria Harrington

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Reported are the findings of user experience and learning outcomes from a July 2019 study of an immersive, interactive, multimodal augmented reality (AR) application, used in the context of a museum. The AR Perpetual Garden App is unique in creating an immersive multisensory experience of data. It allowed scientifically naïve visitors to walk into a virtual diorama constructed as a data visualization of a springtime woodland understory, and interact with multimodal information directly through their senses. The user interface comprised of two different AR data visualization scenarios reinforced with data based ambient bioacoustics, an audio story of the curator’s narrative, and interactive access to plant facts. While actual learning and dwell times were the same between the AR app and the control condition, the AR experience received higher ratings on perceived learning. The AR interface design features of “Story” and “Plant Info” showed significant correlations with actual learning outcomes, while “Ease of Use” and “3D Plants” showed significant correlations with perceived learning. As such, designers and developers of AR apps can generalize these findings to inform future designs.

Presentation 2: The Naturalist’s Workshop: Virtual Reality Interaction with a Natural Science Educational Collection (Short Paper #11)

Authors: Colin Patrick Keenan, Cynthia Lincoln, Adam Rogers, Victoria Gerson, Jack Wingo, Mikhael Vasquez-Kool and Richard L. Blanton

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For experiential educators who utilize or maintain physical collections, The Naturalist’s Workshop is an exemplar virtual reality platform to interact with digitized collections in an intuitive and playful way. The Naturalist’s Workshop is a purpose-developed application for the Oculus Quest standalone virtual reality headset for use by museum visitors on the floor of the North Carolina Museum of Natural Sciences under the supervision of a volunteer attendant. Within the application, museum visitors are seated at a virtual desk. Using their hand controllers and head-mounted display, they explore drawers containing botanical specimens and tools-of-the-trade of a naturalist. While exploring, the participant can receive new information about any specimen by dropping it into a virtual examination tray. 360-degree photography and three-dimensionally scanned specimens are used to allow user-motivated, immersive experience of botanical meta-data such as specimen collection coordinates.

Presentation 3: 360˚ Videos: Entry level Immersive Media for Libraries and Education (Practitioner Presentation #132)

Authors: Diane Michaud

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Within the continuum of XR Technologies, 360˚ videos are relatively easy to produce and need only an inexpensive mobile VR viewer to provide a sense of immersion. 360˚ videos present an opportunity to reveal “behind the scenes” spaces that are normally inaccessible to users of academic libraries. This can promote engagement with unique special collections and specific library services. In December 2019, with little previous experience, I led the production of a short 360˚video tour, a walk-through of our institution’s archives. This was a first attempt; there are plans to transform it into a more interactive, user-driven exploration. The beta version successfully generated interest, but the enhanced version will also help prepare uninitiated users for the process of examining unique archival documents and artefacts. This presentation will cover the lessons learned, and what we would do differently for our next immersive video production. Additionally, I will propose that the medium of 360˚ video is ideal for many institutions’ current or recent predicament with campuses shutdown due to the COVID-19 pandemic. Online or immersive 360˚ video can be used for virtual tours of libraries and/or other campus spaces. Virtual tours would retain their value beyond current campus shutdowns as there will always be prospective students and families who cannot easily make a trip to campus. These virtual tours would provide a welcome alternative as they eliminate the financial burden of travel and can be taken at any time.

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different kind of teaching this fall

https://www.facebook.com/groups/onlinelearningcollective/permalink/576092676354768/

Are Colleges Ready for a Different Kind of Teaching This Fall?

By Beth McMurtrie May 05, 2020

https://www.chronicle.com/article/Are-Colleges-Ready-for-a/248710

Skeptical students and their parents don’t seem willing to pay full price for an experience similar to what they lived through this semester. If virtual learning is mandatory this fall, one survey found, two-thirds of students will expect discounts on tuition and fees. Some may avoid enrolling altogether.

Education experts who have been following higher education’s transition to remote learning say that colleges need to act now if they want to be fully prepared for the fall.

Colleges should start by evaluating what went well, and poorly, this spring, so they can start identifying gaps in training, planning, and technology, he says. They should also assess their campus resources to begin preparing instructors for the fall. They may find that instructional designers, academic-technology experts, and faculty members familiar with online tools and teaching are less effective because they are spread thinly across campus, not centrally deployed.

Effective online teaching, Wade says, depends more on building engagement than on mastering complicated technology.

At the University of Central Florida, Thomas B. Cavanagh, vice provost for digital learning, estimates that more than 80 percent of its 1,600 faculty members had received some form of professional development for teaching online before the coronavirus hit, ranging from self-paced training on how to use the learning-management system to the university’s 10-week online-course-design program. Given the need to rapidly prepare hundreds of instructors, says Cavanagh, the university is in the process of developing a streamlined three-week course, “essentials of online teaching,” through which it expects to train around 200 instructors. About 350 instructors will also take a short course called “teaching through lecture capture — Zoom edition,” he says.

Quality Matters and Online Delivery

from the Higher Ed Learning Collective
https://www.facebook.com/groups/onlinelearningcollective/permalink/572361140061255/

My institution is offering to pay for the Quality Matters course “Teaching Online-An Introduction to Online Delivery.” I’m registered for a session this summer. Have any of you taken taken it? What are your thoughts?

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

how to university budget cuts

this is currently discussed on the Higher Ed Learning Collective (https://www.facebook.com/groups/onlinelearningcollective/permalink/572195173411185/)

https://morettiphd.wordpress.com/2020/05/05/temple-university-hoping-to-avoid-furloughs-layoffs-president-orders-budget-cuts/?fbclid=IwAR1NnrhdedsUIDk41LCHj7mmMgm1AX6qU_xj3cIFFEPoxprJqS8QE2XTLEI

Officers, deans and advisors to the president will see their salaries cut by 10% beginning in May. Non-union employees who make more than $100,000 will see a 5% reduction in pay. Englert’s own salary, which a spokesman said was $800,000, was cut 20%.

does this semester alter college

Will this semester forever alter college? No, but some virtual tools will stick around

when we talk about online education is using digital technologies to transform the learning experience,” said Vijay Govindarajan, a professor at Dartmouth’s Tuck School of Business. “That is not what is happening right now. What is happening now is we had eight days to put everything we do in class onto Zoom.”

Conceiving, planning, designing and developing a genuine online course or program can consume as much as a year of faculty training and collaboration with instructional designers, and often requires student orientation and support and a complex technological infrastructure.

More than 75 percent [of undergraduate students ] said they don’t think they’re receiving a quality learning experience, according to a survey of nearly 1,300 students by the online exam-prep provider OneClass. In a separate poll of 14,000 college and graduate students in early April by the website niche.com, which rates schools and colleges, 67 percent said they didn’t find online classes as effective as in-person ones.

if there’s a silver lining in this situation for residential colleges and universities, it’s that students no longer take for granted the everyday realities of campus life: low-tech face-to-face classes, cultural diversions, libraries, athletics, extracurricular activities, in-person office hours and social interaction with their classmates.

Online higher education “is a thin diet for the typical 18-year-old,” said Richard Garrett, chief research officer at Eduventures. “But today’s 18-year-olds are tomorrow’s 28-year-olds with families and jobs, who then realize that online can be useful.”

Along with their students, faculty were “thrown into the deep end of the pool for digital learning and asked to swim,” Moe said. “Some will sink, some will crawl to the edge of the pool and climb out and they’ll never go back in the pool ever again. But many will figure out what to do and how to kick and how to stay afloat.”

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

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

academia and pandemic

Faculty Members Fear Pandemic Will Weaken Their Ranks

APRIL 09, 2020

https://www.chronicle.com/article/Faculty-Members-Fear-Pandemic/248476

Covid-19 is being described as both a crisis and an opportunity for higher education. But how “opportunity” is defined depends on where one stands in the academic hierarchy. While some hope the pandemic provides a chance to reverse troubling trends toward the adjunctification and casualization of academic labor, administrators may see it as a different sort of opportunity, to realign institutional priorities or exert greater authority over their faculties.

statement by the Tenure for the Common Good group offers 20 recommendations for administrators, including that they “resist using the current crisis as an opportunity to exploit contingency further by hiring more contingent faculty into precarious positions.”

As faculty members are asked to take on greater teaching, advising, and administrative responsibilities, faculty development and retention “will be more important to institutional resilience — survival — than ever before,” Kiernan Mathews, executive director and principal investigator of the Harvard Graduate School of Education’s Collaborative on Academic Careers in Higher Education, wrote on Twitter.

To DePaola, the pandemic doesn’t pose new problems to academe as much as it magnifies existing ones. “Everything was held together with gum and paper clips, and coronavirus came and just sort of knocked it all down at once,” DePaola said. “I think none of the crises that this virus is causing are new. They’re just accelerated greatly. And the contradictions of the system are heightened all at once for people to see.”

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The Small World Network of College Classes: Implications for Epidemic Spread on a University Campus

https://osf.io/6kuet/

2020-04-11

Beginning in March 2020, many universities shifted to on-line instruction to slow the spread of the novel coronavirus, and many now face the difficult decision of whether and how to resume in-person instruction. This article uses complete transcript data from a medium-sized residential American university to map the two-node network that connects students and classes through course enrollments. We show that the enrollment networks of the university and its liberal arts college are “small-world” networks, characterized by high clustering and short average path lengths. In both networks, at least 98% of students are in the main component, and most students can reach each other in two steps. Removing very large courses slightly elongates path lengths, but does not disconnect these networks or eliminate all alternative paths between students. Although students from different majors tend to be clustered together, gateway courses and distributional requirements create cross-major integration. We close by discussing the implications of course networks for understanding potential epidemic spread of infection on university campuses.

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Algorithmic Test Proctoring

Our Bodies Encoded: Algorithmic Test Proctoring in Higher Education

SHEA SWAUGER ED-TECH

https://hybridpedagogy.org/our-bodies-encoded-algorithmic-test-proctoring-in-higher-education/

While in-person test proctoring has been used to combat test-based cheating, this can be difficult to translate to online courses. Ed-tech companies have sought to address this concern by offering to watch students take online tests, in real time, through their webcams.

Some of the more prominent companies offering these services include ProctorioRespondusProctorUHonorLockKryterion Global Testing Solutions, and Examity.

Algorithmic test proctoring’s settings have discriminatory consequences across multiple identities and serious privacy implications. 

While racist technology calibrated for white skin isn’t new (everything from photography to soap dispensers do this), we see it deployed through face detection and facial recognition used by algorithmic proctoring systems.

While some test proctoring companies develop their own facial recognition software, most purchase software developed by other companies, but these technologies generally function similarly and have shown a consistent inability to identify people with darker skin or even tell the difference between Chinese people. Facial recognition literally encodes the invisibility of Black people and the racist stereotype that all Asian people look the same.

As Os Keyes has demonstrated, facial recognition has a terrible history with gender. This means that a software asking students to verify their identity is compromising for students who identify as trans, non-binary, or express their gender in ways counter to cis/heteronormativity.

These features and settings create a system of asymmetric surveillance and lack of accountability, things which have always created a risk for abuse and sexual harassment. Technologies like these have a long history of being abused, largely by heterosexual men at the expense of women’s bodies, privacy, and dignity.

Their promotional messaging functions similarly to dog whistle politics which is commonly used in anti-immigration rhetoric. It’s also not a coincidence that these technologies are being used to exclude people not wanted by an institution; biometrics and facial recognition have been connected to anti-immigration policies, supported by both Republican and Democratic administrations, going back to the 1990’s.

Borrowing from Henry A. Giroux, Kevin Seeber describes the pedagogy of punishment and some of its consequences in regards to higher education’s approach to plagiarism in his book chapter “The Failed Pedagogy of Punishment: Moving Discussions of Plagiarism beyond Detection and Discipline.”

my note: I am repeating this for years
Sean Michael Morris and Jesse Stommel’s ongoing critique of Turnitin, a plagiarism detection software, outlines exactly how this logic operates in ed-tech and higher education: 1) don’t trust students, 2) surveil them, 3) ignore the complexity of writing and citation, and 4) monetize the data.

Technological Solutionism

Cheating is not a technological problem, but a social and pedagogical problem.
Our habit of believing that technology will solve pedagogical problems is endemic to narratives produced by the ed-tech community and, as Audrey Watters writes, is tied to the Silicon Valley culture that often funds it. Scholars have been dismantling the narrative of technological solutionism and neutrality for some time now. In her book “Algorithms of Oppression,” Safiya Umoja Noble demonstrates how the algorithms that are responsible for Google Search amplify and “reinforce oppressive social relationships and enact new modes of racial profiling.”

Anna Lauren Hoffmann, who coined the term “data violence” to describe the impact harmful technological systems have on people and how these systems retain the appearance of objectivity despite the disproportionate harm they inflict on marginalized communities.

This system of measuring bodies and behaviors, associating certain bodies and behaviors with desirability and others with inferiority, engages in what Lennard J. Davis calls the Eugenic Gaze.

Higher education is deeply complicit in the eugenics movement. Nazism borrowed many of its ideas about racial purity from the American school of eugenics, and universities were instrumental in supporting eugenics research by publishing copious literature on it, establishing endowed professorships, institutes, and scholarly societies that spearheaded eugenic research and propaganda.

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

app to phone scan pages to PDF

Borrowed from the Higher Ed Learning Collective FB group:

iOS (Apple):

https://apps.apple.com/us/app/scan-it-all/id647239869

https://apps.apple.com/us/app/scanner-for-me-scan-documents/id1017261655

Android:

https://play.google.com/store/apps/details?id=com.thegrizzlylabs.geniusscan.free&hl=en

https://play.google.com/store/apps/details?id=com.appxy.tinyscanner&hl=en

https://play.google.com/store/apps/details?id=com.mobitech3000.jotnotlite.android&hl=en_US

https://play.google.com/store/apps/details?id=com.intsig.camscanner&hl=en_US

https://play.google.com/store/apps/details?id=com.hp.printercontrol&hl=en_US

#COVID-19

Bryan Alexander’s analysis of the the situation with Corona Virus and Higher Ed has wide response on Twitter:

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more on Bryan Alexander in this IMS blog
https://blog.stcloudstate.edu/ims?s=bryan+alexander

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