Searching for "higher ed"

microcredentials Australia

Stacks on: Get the max from micro-credentials

https://www.smh.com.au/business/workplace/shift-to-short-courses-and-online-learning-to-expand-careers-20210322-p57cvl.html

“This measure will provide additional options for students and the recently unemployed to engage with higher education across a wider range of fields, which will help further the position of the nation and our workforce to move out of the economic downturn,” a department spokesman said.

“There is some crossover between the terms ‘micro-credential’ and ‘short course’; both are generally something shorter than a full qualification. The short courses are a type of micro-credential. The short course is a credit-bearing micro-credential, meaning that it can be used to ‘stack’ into a full qualification at a later time.”

” The Australian Cyber Security Growth Network said the cyber security workforce had grown by 4000 to 26,500 since 2017. The sector grew by 6 per cent a year, compared with overall national growth of 2 per cent a year.”

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

Gamification project in education

From the Higher Ed Learning Collective:

Kerry Lorette

Have any of you implemented a gamification project and lived to tell the tale? Did you publish? I’m looking for papers and case studies to share in a course I’m writing about gamification in higher education. Please share your wisdom, links, posts, papers, presentations, videos, etc and many thanks!

https://www.facebook.com/groups/onlinelearningcollective/permalink/805665876730779/

excellent thread with a lot of materials:

Statistics is puzzling: Testing a novel approach to statistics learning.

https://doi.apa.org/doiLanding?doi=10.1037%2Fstl0000204

Improved student independence through competitive tinkering

https://ieeexplore.ieee.org/document/8190500?fbclid=IwAR3cXin2-59lw2a84nLpqy3NzcjymGXykA9p0QT92oAYD3mGiYgC9jk_leA

Gamification in the Business Communication Course

https://journals.sagepub.com/doi/full/10.1177/2329490616676576?fbclid=IwAR0nrDjPlchoHH74vse39TjuxBJpDHEpnvf9xbOxG4pu6hX8B5kyasxLmHQ

The Multiplayer Classroom: Designing Coursework as a Game

Information Overload Fake News Social Media

Information Overload Helps Fake News Spread, and Social Media Knows It

Understanding how algorithm manipulators exploit our cognitive vulnerabilities empowers us to fight back

https://www.scientificamerican.com/article/information-overload-helps-fake-news-spread-and-social-media-knows-it/

a minefield of cognitive biases.

People who behaved in accordance with them—for example, by staying away from the overgrown pond bank where someone said there was a viper—were more likely to survive than those who did not.

Compounding the problem is the proliferation of online information. Viewing and producing blogs, videos, tweets and other units of information called memes has become so cheap and easy that the information marketplace is inundated. My note: folksonomy in its worst.

At the University of Warwick in England and at Indiana University Bloomington’s Observatory on Social Media (OSoMe, pronounced “awesome”), our teams are using cognitive experiments, simulations, data mining and artificial intelligence to comprehend the cognitive vulnerabilities of social media users.
developing analytical and machine-learning aids to fight social media manipulation.

As Nobel Prize–winning economist and psychologist Herbert A. Simon noted, “What information consumes is rather obvious: it consumes the attention of its recipients.”

attention economy

Nodal diagrams representing 3 social media networks show that more memes correlate with higher load and lower quality of information shared

 Our models revealed that even when we want to see and share high-quality information, our inability to view everything in our news feeds inevitably leads us to share things that are partly or completely untrue.

Frederic Bartlett
Cognitive biases greatly worsen the problem.

We now know that our minds do this all the time: they adjust our understanding of new information so that it fits in with what we already know. One consequence of this so-called confirmation bias is that people often seek out, recall and understand information that best confirms what they already believe.
This tendency is extremely difficult to correct.

Making matters worse, search engines and social media platforms provide personalized recommendations based on the vast amounts of data they have about users’ past preferences.

pollution by bots

Nodal diagrams representing 2 social media networks show that when more than 1% of real users follow bots, low-quality information prevails

Social Herding

social groups create a pressure toward conformity so powerful that it can overcome individual preferences, and by amplifying random early differences, it can cause segregated groups to diverge to extremes.

Social media follows a similar dynamic. We confuse popularity with quality and end up copying the behavior we observe.
information is transmitted via “complex contagion”: when we are repeatedly exposed to an idea, typically from many sources, we are more likely to adopt and reshare it.

Twitter users with extreme political views are more likely than moderate users to share information from low credibility sources

In addition to showing us items that conform with our views, social media platforms such as Facebook, Twitter, YouTube and Instagram place popular content at the top of our screens and show us how many people have liked and shared something. Few of us realize that these cues do not provide independent assessments of quality.

programmers who design the algorithms for ranking memes on social media assume that the “wisdom of crowds” will quickly identify high-quality items; they use popularity as a proxy for quality. My note: again, ill-conceived folksonomy.

Echo Chambers
the political echo chambers on Twitter are so extreme that individual users’ political leanings can be predicted with high accuracy: you have the same opinions as the majority of your connections. This chambered structure efficiently spreads information within a community while insulating that community from other groups.

socially shared information not only bolsters our biases but also becomes more resilient to correction.

machine-learning algorithms to detect social bots. One of these, Botometer, is a public tool that extracts 1,200 features from a given Twitter account to characterize its profile, friends, social network structure, temporal activity patterns, language and other features. The program compares these characteristics with those of tens of thousands of previously identified bots to give the Twitter account a score for its likely use of automation.

Some manipulators play both sides of a divide through separate fake news sites and bots, driving political polarization or monetization by ads.
recently uncovered a network of inauthentic accounts on Twitter that were all coordinated by the same entity. Some pretended to be pro-Trump supporters of the Make America Great Again campaign, whereas others posed as Trump “resisters”; all asked for political donations.

a mobile app called Fakey that helps users learn how to spot misinformation. The game simulates a social media news feed, showing actual articles from low- and high-credibility sources. Users must decide what they can or should not share and what to fact-check. Analysis of data from Fakey confirms the prevalence of online social herding: users are more likely to share low-credibility articles when they believe that many other people have shared them.

Hoaxy, shows how any extant meme spreads through Twitter. In this visualization, nodes represent actual Twitter accounts, and links depict how retweets, quotes, mentions and replies propagate the meme from account to account.

Free communication is not free. By decreasing the cost of information, we have decreased its value and invited its adulteration. 

Microcredentials virtual conference

Micro-credentials and Badges in Higher Education

 

  • Cost and business model considerations
  • Different types of badging platforms and technology
  • How to partner with industry to deliver in-demand competencies
  • Considerations for monetizing microcredentials
  • Current issues impacting badges during COVID-19

Identifying Badges that Add Value to Your Institution
11:30 a.m. – 12:30 p.m.
Our faculty will establish a shared terminology, discuss the benefits and challenges of various badges, and explain how each type can advance the goals of your institution and best serve students. You will share your purposes for pursuing a badging initiative, identify the types of badges that could add the most value to your institution, and set goals for the conference.

Designing Quality Alternative Credentials
2:30 – 3:15 p.m.
What goes into developing, designing, assessing, and maintaining quality microcredentials? In this session, you will learn about:

  • Standardization and rigor in development
  • Curriculum design and assessment
  • Developing a governance process
  • Continuous maintenance and improvement

Funding and Monetizing Badges
11:00 a.m. – 12:00 p.m.
Many institutions are looking into badging as a potential revenue stream during lean times. During this hour, you will learn strategies for monetization. We will also look at various fee-based and tuition-based funding models to financially operationalize microcredentialing.

Marketing and Branding
1:30 – 2:15 p.m.
How do you articulate the value proposition of badges to internal and external stakeholders? During this session you will learn how to brand and market your microcredentials. You will study badge images and stacking considerations that will help you create the best design for your circumstances.

Jeff Bohrer

Technical PM, IMS Global Learning

Jeff currently serves as a program manager for digital credentials initiatives at IMS Global Learning Consortium. Jeff leads projects and programs related to digital badges, comprehensive learner records, and the interoperability of learning technologies. Jeff is also co-chair of the EDUCAUSE Microcredentials and Badges Constituent Group.

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

ed tech companies

Investment continues to flow to ed tech, with $803 million injected during the first six months of the year, according to the industry news website EdSurge. But half of that went to just six companies, including the celebrity tutorial provider MasterClass, the online learning platform Udemy and the school and college review site Niche.

From the outside, the ed-tech sector may appear as if “there’s a bonanza and it’s like the dot-com boom again and everybody’s printing money,” said Michael Hansen, CEO of the K-12 and higher education digital learning provider Cengage. “That is not the case.”

Even if they want to buy more ed-tech tools, meanwhile, schools and colleges are short on cash. Expenses for measures to deal with Covid-19 are up, while budgets are expected to be down.

Analysts and industry insiders now expect a wave of acquisitions as already-dominant brands like these seek to corner even more of the market by snatching up smaller players that provide services they don’t.

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Tech-based contact tracing could put schools in murky privacy territory

https://www.educationdive.com/news/tech-based-contact-tracing-could-put-schools-in-murky-privacy-territory/584881/

  • A white paper from the Surveillance Technology Oversight Project (STOP) suggests the use of contact tracing technology by schools could erode student privacy and may not be effective in preventing the spread of coronavirus.

Despite the pandemic, schools still must conform to the Family Educational Rights and Privacy Act (FERPA) and other laws governing student privacy. Districts can disclose information to public health officials, for example, but information can’t be released to the general public without written consent from parents.

The Safely Reopen Schools mobile app is one tool available for automating contact tracing. The idea is that if two mobile phones are close enough to connect via Bluetooth, the phone owners are close enough to transmit the virus. The app includes daily health check-ins and educational notifications, but no personal information is exchanged between the phones, and the app won’t disclose who tested positive.

Colleges are also using apps to help trace and track students’ exposure to coronavirus. In August, 20,000 participants from the University of Alabama at Birmingham were asked to test the GuideSafe mobile app, which will alert them if they’ve been in contact with someone who tested positive for COVID-19. The app determines the proximity of two people through cell phone signal strength. If someone reports they contracted the virus, an alert will be sent to anyone who has been within six feet of them for at least 15 minutes over the previous two weeks.

Critics of the technology claim these apps aren’t actually capable of contract tracing and could undermine manual efforts to do so.

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more on ed tech in this IMS blog
https://blog.stcloudstate.edu/ims?s=educational+technology

alternative credentials

Alternative Credentials on the Rise

Interest is growing in short-term, online credentials amid the pandemic. Will they become viable alternative pathways to well-paying jobs?

Paul Fain August 27, 2020

https://www.insidehighered.com/news/2020/08/27/interest-spikes-short-term-online-credentials-will-it-be-sustained

A growing body of evidence has found strong consumer interest in recent months in skills-based, online credentials that are clearly tied to careers, particularly among adult learners from diverse and lower-income backgrounds, whom four-year colleges often have struggled to attract and graduate.

For years the demographics of higher education have been shifting away from traditional-age, full-paying college students while online education has become more sophisticated and accepted.

That has amplified interest in recent months among employers, students, workers and policy makers in online certificates, industry certifications, apprenticeships, microcredentials, boot camps and even lower-cost online master’s degrees.

Moody’s, the credit ratings firm, on Wednesday said online and nondegree programs are growing at a rapid pace.

Google will fund 100,000 need-based scholarships for the certificates, and said it will consider them the “equivalent of a four-year degree” for related roles.

Google isn’t alone in this push. IBMFacebookSalesforce and Microsoft are creating their own short-term, skills-based credentials. Several tech companies also are dropping degree requirements for some jobs, as is the federal government, while the White House, employers and some higher education groups have collaborated on an Ad Council campaign to tout alternatives to the college degree.

One of the most consistent findings in a nationally representative poll conducted by the Strada Education Network’s Center for Consumer Insights over the last five months has been a preference for nondegree and skills training options.

Despite growing skepticism about the value of a college degree, it remains the best ticket to a well-paying job and career. And data have shown that college degrees have been a cushion amid the pandemic and recession.

Experts had long speculated that employer interest in alternative credential pathways would wither when low employment rates went away,….  Yet some big employers, including Amazon, are paying to retrain workers for jobs outside the company as it restructures.

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more on badges, microcredentialing in this IMS blog
https://blog.stcloudstate.edu/ims?s=microcredential

Mixed Reality remote learning platform

https://www.prweb.com/releases/gigxr_announces_new_immersive_learning_system_for_fall_2020_academic_year_with_remote_and_socially_distanced_learning/prweb17183361.htm

GIGXR, Inc., a provider of extended reality (XR) learning systems for instructor-led teaching and training, announced today the availability of its GIG Immersive Learning System for the Fall 2020 Northern Hemisphere academic year. The cloud-based System was created to dramatically enhance learning outcomes while simplifying complex, real-life teaching and training scenarios in medical and nursing schools, higher education, healthcare and hospitals.

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

Educators in VR

Info on all presentations: https://account.altvr.com/channels/1182698623012438188

Charlie Fink: Setting the Table for the Next Decade in XR

Translating Training Requirements into Immersive Experience

Virtual Reality Technologies for Learning Designers

Virtual Reality Technologies for Learning Designers Margherita Berti

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Technology Acceptance and Learning Process Victoria Bolotina part 1

Technology Acceptance and Learning Process Victoria Bolotina part 2

Assessment of Learning Activities in VR Evelien Ydo part 2

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VR: So Much More Than a Field Trip Shannon Putman, Graduate Assistant/PhD Student, University of Louisville SPED special education https://account.altvr.com/events/1406092840622096803

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VR and Health Professionals Rob Theriault

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Transform Your History Lessons with AR and VR Michael Fricano II

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Transform Your History Lessons with AR and VR Michael Fricano II, Technology Integration Specialist https://www.arvreduhub.com/transform-history

Qlone App for 3D scanning

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2020 Educators in VR International Summit

The 2020 Educators in VR International Summit is February 17-22. It features over 170 speakers in 150+ events across multiple social and educational platforms including AltspaceVRENGAGErumiiMozilla Hubs, and Somnium Space.

The event requires no registration, and is virtual only, free, and open to the public. Platform access is required, so please install one of the above platforms to attend the International Summit. You may attend in 2D on a desktop or laptop computer with a headphone and microphone (USB gaming headphone recommended), or with a virtual device such as the Oculus Go, Quest, and Rift, Vive, and other mobile and tethered devices. Please note the specifications and requirements of each platform.

The majority of our events are on AltspaceVR. AltspaceVR is available for Samsung GearSteam Store for HTC ViveWindows Mixed Reality, and the Oculus Store for RiftGo and Quest users. Download and install the 2D version for use on your Windows desktop computer.

Charlie Fink, author, columnist for Forbes magazine, and Adjunct Faculty member of Chapman University, will be presenting “Setting the Table for the Next Decade in XR,” discussing the future of this innovative and immersive technology, at the 2020 Educators in VR International Summit. He will be speaking in AltspaceVR on Tuesday, February 18 at 1:00 PM EST /

International Summit

Setting the Table for the Next Decade in XR 1PM, Tues, Feb 18 https://account.altvr.com/events/1406089727517393133

Finding a New Literacy for a New Reality 5PM, Tues, Feb 18

https://account.altvr.com/events/1406093036194103494 schedule for new literacy

Finding a New Literacy for a New Reality

Dr. Sarah Jones, Deputy Dean, De Montfort University

This workshop with Dr. Sarah Jones will focus on developing a relevant and new literacy for virtual reality, including the core competencies and skills needed to develop and understand how to become an engaged user of the technology in a meaningful way. The workshop will develop into research for a forthcoming book on Uncovering a Literacy for VR due to be published in 2020.

Sarah is listed as one of the top 15 global influencers within virtual reality. After nearly a decade in television news, Sarah began working in universities focusing on future media, future technology and future education. Sarah holds a PhD in Immersive Storytelling and has published extensively on virtual and augmented reality, whilst continuing to make and create immersive experiences. She has advised the UK Government on Immersive Technologies and delivers keynotes and speaks at conferences across the world on imagining future technology. Sarah is committed to diversifying the media and technology industries and regularly champions initiatives to support this agenda.

Inter-cognitive and Intra-cognitive Communication in Virtual Reality

Inter-cognitive and Intra-cognitive Communication in Virtual Reality

Michael Vallance, Professor, Future University Hakodate

Currently there are limited ways to connect 3D VR environments to physical objects in the real-world whilst simultaneously conducting communication and collaboration between remote users. Within the context of a solar power plant, the performance metrics of the site are invaluable for environmental engineers who are remotely located. Often two or more remotely located engineers need to communicate and collaborate on solving a problem. If a solar panel component is damaged, the repair often needs to be undertaken on-site thereby incurring additional expenses. This triage of communication is known as inter-cognitive communication and intra-cognitive communication: inter-cognitive communication where information transfer occurs between two cognitive entities with different cognitive capabilities (e.g., between a human and an artificially cognitive system); intra-cognitive communication where information transfer occurs between two cognitive entities with equivalent cognitive capabilities (e.g., between two humans) [Baranyi and Csapo, 2010]. Currently, non-VR solutions offer a comprehensive analysis of solar plant data. A regular PC with a monitor currently have advantages over 3D VR. For example, sensors can be monitored using dedicated software such as EPEVER or via a web browser; as exemplified by the comprehensive service provided by Elseta. But when multiple users are able to collaborate remotely within a three-dimensional virtual simulation, the opportunities for communication, training and academic education will be profound.

Michael Vallance Ed.D. is a researcher in the Department of Media Architecture, Future University Hakodate, Japan. He has been involved in educational technology design, implementation, research and consultancy for over twenty years, working closely with Higher Education Institutes, schools and media companies in UK, Singapore, Malaysia and Japan. His 3D virtual world design and tele-robotics research has been recognized and funded by the UK Prime Minister’s Initiative (PMI2) and the Japan Advanced Institute of Science and Technology (JAIST). He has been awarded by the United States Army for his research in collaborating the programming of robots in a 3D Virtual World.

Create Strategic Snapchat & Instagram AR Campaigns

Create Strategic Snapchat & Instagram AR Campaigns

Dominique Wu, CEO/Founder, Hummingbirdsday

Augmented Reality Lens is popular among young people thanks to Snapchat’s invention. Business is losing money without fully using of social media targeting young people (14-25). In my presentation, Dominique Wu will show how businesses can generate more leads through Spark AR (Facebook AR/Instagram AR) & Snapchat AR Lens, and how to create a strategic Snapchat & Instagram AR campaigns.

Domnique Wu is an XR social media strategist and expert in UX/UI design.She has her own YouTube and Apple Podcast show called “XReality: Digital Transformation,” covering the technology and techniques of incorporating XR and AR into social media, marketing, and integration into enterprise solutions.

Mixed Reality in Classrooms Near You

Mixed Reality in Classrooms Near You

Mark Christian, EVP, Strategy and Corporate Development, GIGXR

Mixed Reality devices like the HoloLens are transforming education now. Mark Christian will discuss how the technology is not about edge use cases or POCs, but real usable products that are at Universities transforming the way we teach and learn. Christian will talk about the products of GIGXR, the story of how they were developed and what the research is saying about their efficacy. It is time to move to adoption of XR technology in education. Learn how one team has made this a reality.

As CEO of forward-thinking virtual reality and software companies, Mark Christian employs asymmetric approaches to rapid, global market adoption, hiring, diversity and revenue. He prides himself on unconventional approaches to building technology companies.

Designing Educational Content in VR

Designing Educational Content in VR

Avinash Gyawali, VR Developer, Weaver Studio

Virtual Reality is an effective medium to impart education to the student only if it is done right.The way VR is considered gimmick or not is by the way the software application are designed/developed by the developers not the hardware limitation.I will be giving insight about the VR development for educational content specifically designed for students of lower secondary school.I will also provide insights about the development of game in unity3D game engine.

Game Developer and VR developer with over 3 years of experience in Game Development.Developer of Zombie Shooter, winner of various national awards in the gaming and entertainment category, Avinash Gyawali is the developer of EDVR, an immersive voice controlled VR experience specially designed for children of age 10-18 years.

8:00 AM PST Research Virtual Reality Technologies for Learning Designers Margherita Berti ASVR

Virtual Reality Technologies for Learning Designers

Margherita Berti

Virtual Reality (VR) is a computer-generated experience that simulates presence in real or imagined environments (Kerrebrock, Brengman, & Willems, 2017). VR promotes contextualized learning, authentic experiences, critical thinking, and problem-solving opportunities. Despite the great potential and popularity of this technology, the latest two installations of the Educause Horizon Report (2018, 2019) have argued that VR remains “elusive” in terms of mainstream adoption. The reasons are varied, including the expense and the lack of empirical evidence for its effectiveness in education. More importantly, examples of successful VR implementations for those instructors who lack technical skills are still scarce. Margherita Berti will discuss a range of easy-to-use educational VR tools and examples of VR-based activity examples and the learning theories and instructional design principles utilized for their development.

Margherita Berti is a doctoral candidate in Second Language Acquisition and Teaching (SLAT) and Educational Technology at the University of Arizona. Her research specialization resides at the intersection of virtual reality, the teaching of culture, and curriculum and content development for foreign language education.

Wed 11:00 AM PST Special Event Gamifying the Biblioverse with Metaverse Amanda Fox VR Design / Biblioverse / Training & Embodiment ASVR

Gamifying the Biblioverse with Metaverse

Amanda Fox, Creative Director of STEAMPunks/MetaInk Publishing, MetaInk Publishing

There is a barrier between an author and readers of his/her books. The author’s journey ends, and the reader’s begins. But what if as an author/trainer, you could use gamification and augmented reality(AR) to interact and coach your readers as part of their learning journey? Attend this session with Amanda Fox to learn how the book Teachingland leverages augmented reality tools such as Metaverse to connect with readers beyond the text.

Amanda Fox, Creative Director of STEAMPunksEdu, and author of Teachingland: A Teacher’s Survival Guide to the Classroom Apolcalypse and Zom-Be A Design Thinker. Check her out on the Virtual Reality Podcast, or connect with her on twitter @AmandaFoxSTEM.

Wed 10:00 AM PST Research Didactic Activity of the Use of VR and Virtual Worlds to Teach Design Fundamentals Christian Jonathan Angel Rueda VR Design / Biblioverse / Training & Embodiment ASVR

Didactic Activity of the Use of VR and Virtual Worlds to Teach Design Fundamentals

Christian Jonathan Angel Rueda, research professor, Autonomous University of Queretaro (Universidad Autónoma de Querétaro)

Christian Jonathan Angel Rueda specializaes in didactic activity of the use of virtual reality/virtual worlds to learn the fundamentals of design. He shares the development of a course including recreating in the three-dimensional environment using the fundamentals learned in class, a demonstration of all the works developed throughout the semester using the knowledge of design foundation to show them creatively, and a final project class scenario that connected with the scenes of the students who showed their work throughout the semester.

Christian Jonathan Angel Rueda is a research professor at the Autonomous University of Queretaro in Mexico. With a PhD in educational technology, Christian has published several papers on the intersection of education, pedagogy, and three-dimensional immersive digital environments. He is also an edtech, virtual reality, and social media consultant at Eco Onis.

Thu 11:00 AM PST vCoaching Closing the Gap Between eLearning and XR Richard Van Tilborg XR eLearning / Laughter Medicine ASVR

Closing the Gap Between eLearning and XR

Richard Van Tilborg, founder, CoVince

How we can bridge the gap between eLearning and XR. Richard Van Tilborg discusses combining brain insights enabled with new technologies. Training and education cases realised with the CoVince platform: journeys which start on you mobile and continue in VR. The possibilities to earn from your creations and have a central distribution place for learning and data.

Richard Van Tilborg works with the CoVince platform, a VR platform offering training and educational programs for central distribution of learning and data. He is an author and speaker focusing on computers and education in virtual reality-based tasks for delivering feedback.

 

Thu 12:00 PM PST Research Assessment of Learning Activities in VR Evelien Ydo Technology Acceptance / Learning Assessment / Vaping Prevention ASVR
Thu 6:00 PM PST Down to Basics Copyright and Plagiarism Protections in VR Jonathan Bailey ASVR

 

Thu 8:00 PM PST Diversity Cyberbullying in VR John Williams, Brennan Hatton, Lorelle VanFossen ASVR

Education and New Developments 2019

International Conference on Education and New Developments 2019
27 to 29 of June, 2020 – Zagreb, Croatia
http://www.end-educationconference.org/

  • In TEACHERS AND STUDENTS: Teachers and Staff training and education; Educational quality and standards; Curriculum and Pedagogy; Vocational education and Counselling; Ubiquitous and lifelong learning; Training programmes and professional guidance; Teaching and learning relationship; Student affairs (learning, experiences and diversity; Extra-curricular activities; Assessment and measurements in Education.
    • In PROJECTS AND TRENDS: Pedagogic innovations; Challenges and transformations in Education; Technology in teaching and learning; Distance Education and eLearning; Global and sustainable developments for Education; New learning and teaching models; Multicultural and (inter)cultural communications; Inclusive and Special Education; Rural and indigenous Education; Educational projects.
    • In TEACHING AND LEARNING: Critical Thinking; Educational foundations; Research and development methodologies; Early childhood and Primary Education; Secondary Education; Higher Education; Science and technology Education; Literacy, languages and Linguistics (TESL/TEFL); Health Education; Religious Education; Sports Education.
    • In ORGANIZATIONAL ISSUES: Educational policy and leadership; Human Resources development; Educational environment; Business, Administration, and Management in Education; Economics in Education; Institutional accreditations and rankings; International Education and Exchange programmes; Equity, social justice and social change; Ethics and values; Organizational learning and change; Corporate Education.

= Types of Contributions =
All submissions are subjected to a blind-review refereeing process and are divided in these categories:
– Oral Presentations
– Posters
– Workshops
– Virtual presentations
– Company Presentation
Corporates can also showcase their products or services in the conference exhibitions area by contacting the secretariat or publicity email (provided below).

= Conference Date and Location =
END 2020 will be held in Zagreb, Croatia (Hotel Dubrovnik) and will occur from 27 to 29 of June, 2020.

= Contacts =
Conference email: secretariat@end-educationconference.org
Publicity email: publicity@end-educationconference.org

 

Spring Convocation 2020: Microcredentialing

Digital Badging and Microcredentialing

short link to this blog entry: http://bit.ly/convocation2020

for backchanneling, pls join us on Zoom: https://minnstate.zoom.us/my/badge or 9107443388
if you want to review the Zoom recording, pls click here:
https://minnstate.zoom.us/rec/share/4vF1N-719m9Oc4XE0VrHApU-OKLLaaa8gyEbqfFcz07WTblhxr6U38pBGqPneM2F

Presenters: Kannan Sivaprakasam & Plamen Mittenoff

https://mnscu-my.sharepoint.com/:p:/r/personal/yg5734wd_minnstate_edu/Documents/conferences%20grants/grants/microcredentials%20grant%20Kannan/Digital%20Badges%20and%20Microcredentialing%20edit%20pm.pptx?d=w88cb0067fc90407fa89fafc9e6496882&csf=1&e=BJXpP6

1. Share your ideas and practice of badge distribution and/or microcredentialing
2. What is a digital badge/microcredentialing?
3. How to create and award D2L digital badges for your class?
4. How to motivate the students in earning digital badges?
5. How it aligns with COSE’s strategic plan 2022/Husky Compact?

What we hope to achieve
• Create a community of digital badgers
• Catalyze professional development opportunity for faculty/staff

Literature and additional information:

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View this post on Instagram

A post shared by Scholarly Communication (@bg_research_vr)

 

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