Searching for "honor"

open text book development

Open Textbook Faculty Development

Purpose and Overview

Education is expensive. If we can reduce textbook costs, students may be able to take more classes, complete their programs more quickly, and be more successful.  Once faculty have participated in an introductory webinar, they may review an open textbook that is located in the Open Textbook Library (open.umn.edu). Working with the Open Textbook Network and Library, faculty will receive a $200.00 honorarium once the review is completed.

Round 1

September 7, 2017 Round 4: Deadline to register for open textbook webinar
September 12, 2017, 1:00pm-2:30pm Round 4: Open textbook webinar
September 12 – October 17, 2017 Round 4: Faculty complete reviews

For more information: http://asa.mnscu.edu/educationalinnovations/open/facultyreviews.html  or contact Karen Pikula, the Minnesota State OER Coordinator, at karen.pikula@minnstate.edu  

@OpenMinnState

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

eight needs project based learning

http://www.teachthought.com/learning/project-based-learning/8-needs-for-project-based-learning-in-the-21st-century/

from https://plus.google.com/+TessPajaron/posts/5iDJo4Xt3pm

keys to designing Project-Based Learning. We also have looked at the difference between “doing projects” and project-based learning, various project-based learning resources, project-based learning apps, and offered ways for using an iPad in Project-Based Learning.

practical ideas for better teaching through project-based learning

project based learning

8. Elegant Curation

Crude curation is saving an email, favoriting a tweet, or pinning randomly to a board no one reads that students will never reference again in the future for anything.

Elegant curation is about saving a “thing” while honoring the thing itself. Showcasing it without losing its meaning or fullness. Somehow capturing both that which is being saved and its context as well–and doing so in a way that makes it accessible to yourself and others as technology continues to change. Not easy.

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

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

Plagiarism Past, Present, and Future

Plagiarism: Past, Present, and Future

https://www.linkedin.com/pulse/plagiarism-past-present-future-josh-howell

The proper solution to plagiarism in our nation’s schools is education and vigilance. Students should understand the role of academic integrity inside their own work, and be held accountable when they are not in accordance with academic policies and honor codes. Self-plagiarism, incorrect citations, no citations, or even word for word copying must be taught to students on a regular basis. Updates to both MLA and APA are ongoing as well; therefor, even graduates must stay current with how their citation methods change overtime.

My response to this LInkedIn entry:
Here is most of the information, I have collected on plagiarism, academic integrity, academic dishonesty. I added also Joshe’s opinion LinkedIn entry:
https://blog.stcloudstate.edu/ims?s=plagiarism
My firm conviction through the years is that for-profit such as TurnitIn are a smoke-screen, opportunists, which are trying to bank on lack of organized approach toward educating students and ourselves about the increasing nebulous areas of plagiarism (due to the increasing digitization of our work). It is in their interest to use scare tactics and try to convince us that computerization is the answer. Anyone, who had proofread papers for more than two semesters can detect easily the change of style, the lack of punctuation and other little, but significant details in the writing process. Since, the instructor has to read the paper for content anyhow, it is just preposterous to seek multiple-thousand dollars software license to replace the instructor.
The literature shows that the predominant percentage of students committing plagiarism is doing it due to lack of proper explanation and education. I that sense, I support Josh’s choice of words: education and vigilance. My only addition is that the vigilance must be human based, not machine-based. Higher admin shouldn’t squander finances in purchasing more licenses and cutting faculty positions, but invest in well-rounded and capable faculty.

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

private versus government

Hayden calls Russian email hack ‘honorable state espionage’

By Matt Leonard Oct 18, 2016

https://fcw.com/articles/2016/10/18/hayden-email-espionage.aspx?

The Department of Homeland Security and the Office of the Director of National Intelligence issued a joint statement earlier this month that condemned Russia for the attacks.

“Do not drop this in the cyber problem box, drop this in the Russia problem box,” Hayden suggested, saying the focus should be on the actor, not the means. “And by the way, that Russian problem box needs a bigger box, there’s a lot of stuff going on.”

Though there are aspects of cybersecurity that only government can handle, most of it will be driven by the private industry, Hayden said. Government can help the private sector by getting out of the way — removing liability, enabling legal protections, sharing information and redoing the classification system.

And since the government too depends on the private sector for security innovation, Hayden said he sides with Apple regarding whether the company should have to create a back door for the FBI to bypass iPhone encryption.

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more on surveillance, government in this IMS blog:

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

Minecraft: Games and Gamification

The Minecraft Experience Panel Presentation Games for Change NYC April 24th 2014

http://www.minecraftexperience.net/G4C2014+Panel

Extended Description:

Last year at G4C Nick Fortugno threw some controversy into the conversation about Minecraft by suggesting Minecraft was not a game but a toy. The proposed panel extends that conversation by asking what is the Minecraft experience, can it be defined or categorised and what as game designers and exponents can we take from understanding its zeitgeist and the impact it has had on the serious gaming landscape?

In 2012/23 at both GLS and G4C many presenters made jokes about including the obligatory Minecraft slide and for very good reasons. Minecraft is arguably a game of immense impact. It has been embraced as part of learning programs focussing on seemingly disparate areas from digital citizenship, history, coding and the maker movement. It is probably the first game brought into the classroom by teachers to leverage the out of school groundswell of existing player excitement. It’s impact is multi generational and perhaps more global than any game before it. The fan base and user community/ies are strong and well supported and exemplar of the potential Jim Gee describes for Big G game. This panel proposes to leverage that Big G space in the lead up to Games for Change 2014 and to honor the voices of its players.

Minecraft has been variously described as a game, toy sandpit, learning space, creative environment, virtual world, and game-infused service. But what really are the affordances of this blocky 16 bit program and how can we even begin to define its value to learning? Enter the Minecraft Experience, a global crowdsourced program managed by Bron Stuckey of The Massively Minecraft Project. People engaging in Minecraft activities about the globe are being invited to describe Minecraft in all its contexts and adaptations. The categories for these experiences will emerge from the crowd sourced content as members contribute thoughts, media, resources and questions to build the __Minecraft Experience__ evidence base.

This panel of notable speakers has been drawn together to answer provocative questions about Minecraft’s success and define its relationship to and impact on learning. The panelists have been chosen to represent play in many contexts formal education, informal learning, self-organised learning, schools and non-school contexts. They include game designers, educators, researchers, learners and parents who have each had a personal and professional experience of this and many other games.

Panelists take a position on the Minecraft experience and use the resources provided by members of the project to inform, support and evidence their case.

How are players, educators and researchers invited to contribute?

  • project wiki to prod, poke, stimulate and support crowd sourced content and dialog
  • live youth speakers on the panel
  • social media and wiki activity in lead-up using selected #minecraftproject
  • video inclusions of educators, parents, kids/youth arguments, evidence and questions
  • promotion of youth media pieces from existing YouTube etc to support and stimulate various provocative dialogs
  • livestream of the panel to global contributors with live feedback and questions.

Who could benefit from joining this project and attending the G4C 2014 panel session?

  • Educators seeking to understand Minecraft’s value to learning
  • Programs seeking to adapt Minecraft as part of a program of impact or change.
  • Game designers seeking to build in its wake
  • Anyone wanting to consider issues of fidelity, adaptation, constructionism, popular culture, and impact in gaming.

http://www.stevehargadon.com/2014/04/learning-revolution-conference-schedule.html

http://www.connectsafely.org/teacher-teaching-minecraft-looks-like/

http://www.pearltrees.com/#/N-f=1_10785583&N-fa=3358517&N-p=105030132&N-play=0&N-s=1_10785583&N-u=1_372724

http://gamesandimpact.org/members/bronst/activity/friends/

Matter of control: Alan November: Teachers and Tech Let Students Take Control

Alan November: How Teachers and Tech Can Let Students Take Control

http://blogs.kqed.org/mindshift/2013/02/alan-november-how-teachers-and-tech-can-let-students-take-control/

HI, I am honored that you have written this piece about some of my ideas about preparing students for their future. Here is a link,http://novemberlearning.com/re… to an article where I describe the detail of various jobs that we can now give students. Of course, we can ask students to invent their own jobs as well. Alan

  • The MOOC Is Dead! Long Live Open Learning!

    http://diyubook.com/2013/07/the-mooc-is-dead-long-live-open-learning/

    We’re at a curious point in the hype cycle of educational innovation, where the hottest concept of the past year–Massive Open Online Courses, or MOOCs–is simultaneously being discovered by the mainstream media, even as the education-focused press is declaring them dead. “More Proof MOOCs are Hot,” and “MOOCs Embraced By Top Universities,” said the Wall Street Journal and USA Today last week upon the announcement that Coursera had received a $43 million round of funding to expand its offerings;
    “Beyond MOOC Hype” was the nearly simultaneous headline in Inside Higher Ed.

    Can MOOCs really be growing and dying at the same time?

    The best way to resolve these contradictory signals is probably to accept that the MOOC, itself still an evolving innovation, is little more than a rhetorical catchall for a set of anxieties around teaching, learning, funding and connecting higher education to the digital world. This is a moment of cultural transition. Access to higher education is strained. The prices just keep rising. Questions about relevance are growing. The idea of millions of students from around the world learning from the worlds’ most famous professors at very small marginal cost, using the latest in artificial intelligence and high-bandwidth communications, is a captivating one that has drawn tens of millions in venture capital. Yet, partnerships between MOOC platforms and public institutions like SUNY and the University of California to create self-paced blended courses and multiple paths to degrees look like a sensible next step for the MOOC, but they are far from that revolutionary future. Separate ideas like blended learning and plain old online delivery seem to be blurring with and overtaking the MOOC–even Blackboard is using the term.

    The time seems to be ripe for a reconsideration of the “Massive” impact of “Online” and “Open” learning. TheReclaim Open Learning initiative is a growing community of teachers, researchers and learners in higher education dedicated to this reconsideration. Supporters include the MIT Media Lab and the MacArthur Foundation-supported Digital Media and Learning Research Hub. I am honored to be associated with the project as a documentarian and beater of the drum.

    Entries are currently open for our Innovation Contest, offering a $2000 incentive to either teachers or students who have projects to transform higher education in a direction that is connected and creative, is open as in open content and open as in open access, that is participatory, that takes advantage of some of the forms and practices that the MOOC also does but is not beholden to the narrow mainstream MOOC format (referring instead to some of the earlier iterations of student-created, distributed MOOCscreated by Dave Cormier, George Siemens, Stephen Downes and others.)

    Current entries include a platform to facilitate peer to peer language learning, a Skype-based open-access seminar with guests from around the world, and a student-created course in educational technology. Go hereto add your entry! Deadline is August 2. Our judges include Cathy Davidson (HASTAC), Joi Ito (MIT), and Paul Kim (Stanford).

    Reclaim Open Learning earlier sponsored a hackathon at the MIT Media Lab. This fall, September 27 and 28, our judges and contest winners will join us at a series of conversations and demo days to Reclaim Open Learning at the University of California, Irvine. If you’re interested in continuing the conversation, join us there or check us out online.

    July 18, 2013

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