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VR resurgence

vr seasickness nauseaState’s universities envision VR resurgence

Chris O’Malley

https://indianapolis.crains.com/article/news/state%E2%80%99s-universities-envision-vr-resurgence

why the sudden interest in VR and AR after years of hype that failed to live up to expectations?

Heather Bellini, of Goldman Sachs Research, noted in a report last year that faster microprocessors and more powerful graphics cards have allowed more images per second to be delivered since the industry’s potential was hyped a decade ago.

There have also been advancements in AR gear, like glasses that allow vision of the real world but also have data or graphical images projected onto part of the glass.

As such, Goldman Sachs is projecting VR and AR to become an $80 billion market by 2025 – roughly equivalent to the size of the current PC market.

he big problems with VR is “motion to photon latency,” which is the time it takes to turn your head and the screen to refresh at the same rate.

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

https://blog.stcloudstate.edu/ims?s=virtual+reality+education

gamification and learning

Student Perceptions of Learning and Instructional Effectiveness in College Courses

https://www.ets.org/Media/Products/perceptions.pdf

Students’ Perception of Gamification in Learning and Education.

https://link.springer.com/chapter/10.1007%2F978-3-319-47283-6_6

College students’ perceptions of pleasure in learning – Designing gameful gamification in education

investigate behavioral and psychological metrics that could affect learner perceptions of technology

today’s learners spend extensive time and effort posting and commenting in social media and playing video games

Creating pleasurable learning experiences for learners can improve learner engagement.

uses game-design elements in non-gaming environments with the purpose of motivating users to behave in a certain direction (Deterding et al., 2011)

How can we facilitate the gamefulness of gamification?

Most gamified activities include three basic parts: “goal-focused activity, reward mechanisms, and progress tracking” (Glover, 2013, p. 2000).

gamification works similarly to the instructional methods in education – clear learning and teaching objectives, meaningful learning activities, and assessment methods that are aligned with the objectives

the design of seven game elements:

  • Storytelling: It provides the rules of the gamified activities. A good gamified activity should have a clear and simple storyboard to direct learners to achieve the goals. This game-design element works like the guidelines and directions of an instructional activity in class.
  • Levels: A gamified activity usually consists of different levels for learners to advance through. At each level, learners will face different challenges. These levels and challenges can be viewed as the specific learning objectives/competencies for learners to accomplish.
  • Points: Points pertain to the progress-tracking element because learners can gain points when they complete the quests.
  • Leaderboard: This element provides a reward mechanism that shows which learners are leading in the gamified activities. This element is very controversial when gamification is used in educational contexts because some empirical evidence shows that a leaderboard is effective only for users who are aggressive and hardcore players (Hamari, Koivisto, & Sarsa, 2014).
  • Badges: These serve as milestones to resemble the rewards that learners have achieved when they complete certain quests. This element works as the extrinsic motivation for learners (Kapp, 2012).
  • Feedback: A well-designed gamification interface should provide learners with timely feedback in order to help them to stay on the right track.
  • Progress: A progress-tracking bar should appear in the learner profile to remind learners of how many quests remain and how many quests they have completed.

Dominguez et al. (2013) suggested that gamification fosters high-order thinking, such as problem-solving skills, rather than factual knowledge. Critical thinking, which is commonly assessed in social science majors, is also a form of higher-order thinking.

Davis (1989) developed technology acceptance model (TAM) to help people understand how users perceive technologies. Pleasure, arousal, and dominance (PAD) emotional-state model that developed by Mehrabian (1995) is one of the fundamental design frameworks for scale development in understanding user perceptions of user-system interactions.

Technology Acceptance Model from Damian T. Gordon

Introduction of the basic emotional impact of environments from Sekine masato

Van der Heijdedn (2004) asserted that pleasurable experiences encouraged users to use the system for a longer period of time
Self-determination theory (Deci & Ryan, 1985) has been integrated into the design of gamification and addressed the balance between learners’ extrinsic and intrinsic motivation.

Self determination theory from Jeannie Maraya
Ryan and Deci (2000) concluded that extrinsic rewards might suppress learners’ intrinsic motivation. Exploiting the playfulness and gamefulness in gamification, therefore, becomes extremely important, as it would employ the most effective approaches to engage learners.
Sweetser and Wyeth (2005) developed GameFlow as an evaluation model to measure player enjoyment in games
Fu, Su, and Yu (2009) adapted this scale to EGameFlow in order to measure college students’ enjoyment of e-learning games. EGameFlow is a multidimensional scale that consists of self-evaluated emotions.

Gamification and Flow from Martin Sillaots
Eppmann, Bekk, and Klein (2018) developed gameful experience scale (GAMEX) to measure gameful experiences for gamification contexts. one of the limitations of GAMEX to be used in education is that its effects on learning outcome has not been studied
the Big Five Model, which has been proposed as trait theory by McCrae & Costa (1989) and is widely accepted in the field, to measure the linkages between the game mechanics in gamification and the influences of different personality traits.

The Big Five Personality Model from Devina Srivastava

Storytelling in the subscale of Preferences for Instruction emphasizes the rules of the gamified learning environments, such as the syllabus of the course, the rubrics for the assignments, and the directions for tasks. Storytelling in the subscale of Preferences for Instructors’ Teaching Style focuses on the ways in which instructors present the content. For example, instructors could use multimedia resources to present their instructional materials. Storytelling in the subscale of Preferences for Learning Effectiveness emphasizes scaffolding materials for the learners, such as providing background information for newly introduced topics.

The effective use of badges would include three main elements: signifier, completion logic, and rewards (Hamari & Eranti, 2011). A useful badge needs clear goal-setting and prompt feedback. Therefore, badges correlate closely with the design of storytelling (rules) and feedback, which are the key game design elements in the subscale of Preferences for Instruction.

Students can use Google to search on their laptops or tablets in class when instructors introduce new concepts. By reading the reviews and viewing the numbers of “thumbs-up” (agreements by other users), students are able to select the best answers. Today’s learners also “tweet” on social media to share educational videos and news with their classmates and instructors. Well-designed gamified learning environments could increase pleasure in learning by allowing students to use familiar computing experiences in learning environments.

 

Gaming and Gamification for SPED 204

https://catalog.stcloudstate.edu/Catalog/ViewCatalog.aspx?pageid=viewcatalog&topicgroupid=1994&entitytype=CID&entitycode=SPED+204

SPED 204. Program Overview and E-Portfolio

Credits: 1
Department: Special Education
Description: Overview of the programmatic standards for general and special education, how these standards are integrated in special education curriculum, and e-portfolio requirements for documenting acquisition of the above standards.
  1. Gaming and Gamification.

    why Gaming and Gamification? Vygotsky and ZPD (immersive storytelling is a form of creative play)

    from: https://cpb-us-e1.wpmucdn.com/blog.stcloudstate.edu/dist/d/10/files/2015/03/Gaming-and-Gamification-in-academic-and-library-settings-final-draft-1digudu.pdf
    play >>> games >>> serious games >>> Game Based learning >>>>+ Digital Game Based learning
    Games are type of cooperative learning. Games embody the essence of constructivism, which for students/gamers means constructing their own knowledge while they interact (learn cooperatively). Learning can happen without games, yet games accelerate the process. Games engage. Games, specifically digital ones, relate to the digital natives, those born after 1976 – 80, who are also known as Generation Y, or Millennials”

    is it generational? Is it a fad? is it counter-pedagogical?

    what is the difference between GBL (Game Based Learning) and DGBL (Digital GBL): share examples, opinions. Is one better / preferable then the other? Why?

    Kahoot game (Yahoo): https://play.kahoot.it/#/k/1412b52c-da28-4507-b658-7dfeedf0864c 
    hands-on assignment (10 min): split in groups and discuss your experience with games; identify your preferable mode (e.g. GBL vs DGBL) and draft a short plan of transitioning your current curricula to a curricula incorporating games.

    What is gamification? Why gamification, if we have games?
    “Gamification takes game elements (such as points, badges, leaderboards, competition, achievements) and applies them to a non – game setting. It has the potential to turn routine, mundane tasks into refreshing, motivating experiences

    let’s check our understanding of gamification: https://play.kahoot.it/#/k/542b5b23-acbd-4575-998e-e199ea08b3e7

    hands-on assignment (10 min): split in groups and use your electronic devices: smartphones, tablets, laptops to experience any of the following gamification tools:

    The Future is Now:

    Hands-on assignment (10 min): Experience Oculus Go, Google Cardboard, Samsung Gear 360,  Vuze,
    create your own VR (video 360) orientation tours:

Firefox Reality

available for Viveport, Oculus, and Daydream

From the moment you open the browser, you will be presented with immersive experiences that can be enjoyed on a VR headset directly from the Firefox Reality browser. We are working with creators around the world to bring an amazing collection of games, videos, environments, and experiences that can be accessed directly from the home screen.

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

Webinar vs. Podcast

Webinar vs. Podcast: Making The Right Choice For Your Business

August 16, 2018 https://blog.clickmeeting.com/webinar-vs-podcast

What is a podcast?

Simply put, a podcast is an audio file posted on a website that people can download and listen to. Businesses use them to establish themselves as experts in their field or to share information about their product or service.

Why are podcasts so popular for businesses?

1. Podcasts are readily available.

2. Your audience can listen to them anywhere.

3. You get to share your expertise.

What are the advantages of webinars?

Webinars are an increasingly popular way to build relationships with current and potential clients. They are multi-media meetings, seminars or classes held over the Internet and done in real time.

1. Webinars allow you to interact with your audience.

live Q&A session, Question Mode, Chat, Polls and Surveys.

2. Webinars have engaging multi-media features

have audio and video. Presentation feature, The Whiteboard Screen Sharing Share infographics, charts and other data quickly and easily.

3. Webinars allow you to earn money on the spot.

Paid Webinars allow you to monetize your expertise. Y

The Call to Action feature allows you to provide a customized call to action button during your webinar

Still wondering which is best for your business?

1. Do you want to cast a wide net to find new audiences?

If so, podcasts are a great way to do that. Your audience has easy access to you and they can listen anywhere to learn more about you and your expertise in your field.

2. Are you looking to go deeper and turn contacts into clients?

Then webinars are for you. They allow you to build relationships through thoughtful interaction.

 

social media and K12

Common Sense Media: the new report, titled “Social Media, Social Life: Teens Reveal Their Experiences,” was released Monday. It’s the first update of a 2012 survey by the same name, creating a unique window through which to view the rapid, dramatic shifts in how teenagers communicate and relate to each other.

Among the most striking findings:

  • 70 percent of teens now say they use social media more than once a day, compared to 34 percent of teens in 2012.
  • Snapchat is now the most popular social media platform among teens, with 41 percent saying it’s the one use most frequently.
  • 35 percent of teens now say texting is their preferred mode of communication with friends, more than the 32 percent who prefer in-person communication. In 2012, 49 percent of teens preferred in-person communication.
  • One-fourth of teens say using social media makes them feel less lonely, compared to 3 percent who say it makes them feel more lonely.
  • Nearly three-fourths of teens believe tech companies manipulate them to get them to spend more time on their devices and platforms.

Back in 2012, Facebook dominated the landscape, and social media was something for teens to periodically check in on.

In 2018, though, “social media” is no longer a monolith. Teens now communicate, express themselves, share experiences and ideas, rant, gossip, flirt, plan, and stay on top of current events using a mix of platforms that compete ferociously for their attention.

Sixty-three percent of teens say they use Snapchat, and 41 percent say it’s the platform they use most frequently.

Instagram, meanwhile, is used by 61 percent of teens.

And Facebook’s decline among teens has been “precipitous,” according to the new report. Just 15 percent of teens now say Facebook is their main social media site, down from 68 percent six years ago

For many teens, social media is the primary vehicle for organizing and participating in their social lives.

Before rushing to discourage social media use, Robb said, grown-ups should think twice.

A recent survey by the Education Week Research Center, for example, found that more than half of U.S. K-12 school principals are ‘extremely concerned’ about their students’ social media use outside the classroom.

Digital distractions, for example, are clearly a problem, and teens have a “decidedly mixed track record” at regulating their own social media usage

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

sound and the brain

What Types of Sound Experiences Enable Children to Learn Best?

https://www.kqed.org/mindshift/46824/what-types-of-sound-experiences-enable-children-to-learn-best
At Northwestern’s Auditory Neuroscience Lab, Kraus and colleagues measure how the brain responds when various sounds enter the ear. They’ve found that the brain reacts to sound in microseconds, and that brain waves closely resemble the sound waves.
Making sense of sound is one of the most “computationally complex” functions of the brain, Kraus said, which explains why so many language and other disorders, including autism, reveal themselves in the way the brain processes sound. The way the brain responds to the “ingredients” of sound—pitching, timing and timbre—is a window into brain health and learning ability.

practical suggestions for creating space “activities that promote sound-to-meaning development,” whether at home or in school:
Reduce noise. Chronic background noise is associated with several auditory and learning problems: it contributes to “neural noise,” wherein brain neurons fire spontaneously in the absence of sound; it reduces the brain’s sensitivity to sound; and it slows auditory growth.
Read aloud. Even before kids are able to read themselves, hearing stories told by others develops vocabulary and builds working memory; to understand how a story unfolds, listeners, need to remember what was said before.
Encourage children to play a musical instrument. “There is an explicit link between making music and strengthening language skills, so that keeping music education at the center of curricula can pay big dividends for children’s cognitive, emotional, and educational health.Two years of music instruction in elementary and even secondary school can trigger biological changes in how the brain processes sound, which in turn affects language development.
Listen to audiobooks and podcasts. Well-told stories can draw kids in and build attention skills and working memory. The number and quality of these recordings has exploded in recent years, making it that much easier to find a good fit for individuals and classes.
Support learning a second language. Growing up in a bilingual environment causes a child’s brain to manage two languages at once.
Avoid white noise machines. In an effort to soothe children to sleep, some parents set up sound machines in bedrooms. These devices, which emit “meaningless sound,” as Kraus put it, can interfere with how the brain develops sound-processing circuitry.
Use the spread of technology to your advantage. Rather than bemoan the constant bleeping and chirping of everyday life, much of it the result of technological advances, welcome the new sound opportunities these developments provide. Technologies that shrink the globalized world enable second-language learning.

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More on the brain in this IMS blog
https://blog.stcloudstate.edu/ims?s=brain

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