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MN eSummit 2015

#MNsummit2015

Main speaker

Aaron Doering

aaron doening

aaron doening

Engagement not completion

Design experience not product

Create change, not simply respond to it

He was a geography teacher : Dimitrina

Experience explore expand. Adventure based how to collaborate in ways we have not collaborated before pedagogical guidelines internet driven

Instructor – content – design

Today: first think is design, content, instructor. So how do we design learning environments is the most important one

Guide learners as designers. Constructivism. Design for meaning. Through the power of the story.

Geotetic  design a learning environment learn geography using GIS

Situated movies (student-centered learning)

Grant Earthducation go to the most remote parts of the world to align their education with their culture, instead of what the government is downing as culture

Use of phone: whoever answers instructor’s question first, gets to pose the next question to the rest of the audience.

Design based research

Self-narrative, referencing the experience real world issues in real time

  1. reference knowledge . knowledge overlap. Technological pedagogical content knowledge.

Geotetic not only how prepare teachers, but desing learning environmwer of the story.

we explore: https://www.we-explore.com/

9.5 design as a learner.

the U Media Lab.
The Changing Earth. App GoX (instagram on steroids.  tell their story through the app). How is this different from Google Earth
Raptor Lab (rehabilitate a raptor).

  1. design experiences
  2. build trust
  3. guide learners as designers
  4. recognize learners as experts
  5. encourage collaboration
  6. inspire self narrative
  7. reference the knowledge domains
  8. teach for change
  9. design as learner

adoering@umn.edi     chasingseals.com   @chasingseals

 

podcast pontification (audio version of blog self reflections)

 Greg Steinke The U
A Digital Story Assignment using WeVideo

wevideo

WeVideo is the Google response to iMovie cloud

The U is on Google email and thus google drive and all other google tools

The Center for Digital Storytelling. short videos, 3-5 min incorporate photographs with the author narration, reflection

Assignment (verbal directions). process (write a 2 page script, every page is about a minute of video), gather images that support the story; edit the script (rewrite); record audio to the script (use an app on the phone instead of WeVideo), WeVideo can edit the audio recording; edit the story, edit the photos to match the story; YourTube and/or Google+

working with faculty: is the digital story a good fit for your course? two questions: does the course have many writing assignments? does everyone have to do the same type of assignment? do you want to offer choices? do you want your students to share their work outside of the class? to you want to explore opportunities for students to develop 21 century skills?

google communities for sharing

wewideo has a tutorial at Center for Digital Storytelling

students can use the digital story for their eportfolio

the entire exercise is entirely based on mobile devices

time frame: scaffolding options

3d printing products were the tangible result of the project and the digital storytelling just the format to present

Google Drive master folder for the phone images and video; iOS apps: MoviePro, FiLMc Pro, VoiceRecord Pro (including mp3); Android: WeVideo

Storyboard template

Faculty Development Programs: Digital Storytelling Community of Practice

http://it.umn.edu/faculty-development-programs-digital-0

Poster sessions:

Brad Hokanson

http://dha.design.umn.edu/faculty/BHokanson.html

iPAD video kit:

ipad video kit

Laurie Conzemius
Critical Thinking

laurie

ISTE: http://conference.iste.org/2016/
Joe Lau critical thinking

apps: Popplet  blog.popplet.com  http://www.popplet.com/ (mindmapping)

into the book: http://reading.ecb.org/

Kahoot – the token system. Polleverywhere  https://blog.stcloudstate.edu/ims/2015/05/21/polls-and-surveys-tools-for-education/

Symbaloo https://www.symbaloo.com/home/mix/13eOcK1fiV zotero, easybib, delicious, diigo depending on the grade

youth voices; http://youthvoices.net/ replace social media like teachertube is trying to replace youtube

quandary games in education. https://www.quandarygame.org/ sim city

citizen science alliance http://www.citizensciencealliance.org/

Toontastic https://itunes.apple.com/us/app/toontastic/id404693282?mt=8 now free  storytelling

coding and programming: https://www.makewonder.com/robots/dashanddot  scratch

Osmo : https://www.playosmo.com/en/ $79.99 + give a set for free Stride principle as a parental involvement

chainlink;

kickword; https://play.google.com/store/apps/details?id=com.makario.wordkick

red herring (four categories) https://play.google.com/store/apps/details?id=com.BlueOxTech.RedHerring&hl=en

http://www.mathplayground.com/logicgames.html

http://www.mathplayground.com/thinkingblocks.html

evaluation:

telestory  https://itunes.apple.com/us/app/telestory/id915378506?mt=8

explain everything http://explaineverything.com/

 

Exploring and Connecting 3D Printing to Teaching and Learning Jason Spartz, Saint Mary’s University of Minnesota

http://pubs.lib.umn.edu/minnesota-elearning-summit/2015/program/23/

http://pubs.lib.umn.edu/cgi/viewcontent.cgi?article=1023&context=minnesota-elearning-summit

3db 3da 3d lisa

Jason Spartz, Saint Mary’s University of MinnesotaFollow
Lisa Truax, Saint Mary’s University of MinnesotaFollow
Karen Sorvaag, Saint Mary’s University of MinnesotaFollow
Brett Bodsgard, Saint Mary’s University of MinnesotaFollow

chemistry professor. 3D printing with different materials.
what else can be made (e.g. reaction vessel)

printing of atoms

crystalography dbase

Karen: pre-service teachers professor: how to use 3d printers and be comfortable with them. Steve Hoover. Thinkercad and Autodesk123D>
3D academy http://www.team3dacademy.com/index2.html
. Pinterest board for3d Printing with resources

Lisa: graphic design. not intuitive.  Rhinoceros (not free anymore). 123D strong learning curve. 3d printing will be incorporated in the curriculum.  sculpture students and others don’t like fudging on the computer, but Adobe people love it. Some items takes up to 4 hours to print out. when working on the computer is difficult for some students to visualize the dimensionality.

collaborative learning opportunities.

no makerspace or fab lab. additional interest from the theater and business dept. 3d printing is connected to future work skills. new media ecology or media literacy set of skills.

the main presenter: build excitement and interest and gradually step back. how much material goes through and should we charge back. clean and maintenance involved; not too bad. better then a copier. plastic inexpensive. sizes with plastic – $25 and $50. how many project of a spool: depending on the size of the projects but considerable amount. two printers one art dept and one in the faculty dev area.

non profit visually impaired students.  how 3d can make difference in special ed.

3d printing lab with access for everybody. ownership brings policy. where housed: neutral place.

only one printer is barely sufficient for faculty to figure out how to use it. purchasing two more if students and curricula to be involved.

 

3dc 3d lisa 3da 3db

 

The Balancing Act: Team-Creating an eBook as an Alternative Method for Content Delivery Tom Nechodomu, University of Minnesota

ebook

tnecho@umn.edu
Susan Andre sandre@umn.edu
Linda Buturian butur001@umn.edu
Faculty Created digital stories – google “cultivaitng change series”
student created digital stories –
http://www.cehd.umn.edu/academics/online/
http://www.cehd.umn.edu/PSTL/water/
http://www.cehd.umn.edu/The-Changing-story/
Susan Andre uses a slide titled “trust” to elucidate how the entire project was enabled. “trust” and “transparency” are sparse currency in the environment I work in. if she is right an ebook ain’t happening anytime soon at my place.
inclining habitat.
students involvement. use stipends. student artists. food for the video interviews. create a community, student centered.
people able to change the book.
copyright process; did you find it cumbersome. copyright permission center.
time span and amount of hours spent: 3-4 months per chapter.

Main speaker
David Wiley. Making Teaching and Learning Awesome with Open

MN Learning Commons
open educational resources
LUMEN
lumen
education – sharing feedback, encouragement with students passion about the discipline, yourself
open is not the same as free.  free + permissions + copyright permission: 5 r = retain (make and own copies), reuse (use in a wide range of ways), revise (adapt, modify, and improve), remix (combine two or more), redistribute (share with others)
open:
free and unfettered access
perpetual, irrevocable copyright permissions
(look but don’t touch is not open)
tech enables OER permits
traditionally copyright materials on the Internet – not so good ; jet on the road
openly copyright materials on the internet _ yes: jet in the air
permission-less innovation. relatively inexpensive and broad permissions.
intellectual infrastructure of education: learning outcomes/objectives; assessments; textbooks. they are relatively expensive and narrow permissions.
disappearing ink strategies: buyback, rental, ebooks, online subscription
 mad, glad, sad, rad: the grumpy cat. student success per dollar
opennetgroup.org/review
change in student learning: replace commercial with open books – small. realign, bigger change. rethink is the large change.
responsibilities:
attribution and meeting other license requirements
thin common cartridge: a way to bring the content to the CMS, but the content remains on the creative commons
github.com/lumenlearning https://github.com/lumenlearning
disposable assignment: students hate doing them, instructors hate grading them. waste of time and energy
renewable assignment: students see value in doing them; instructor sees value grading them
https://www.youtube.com/watch?v=AsFU3sAlPx4
so what?
open education infrastructure: open outcomes, objectives, activities, educational resources
the culture of glued legos must be eradicated. open pedagogy. open credentialing model
summary: don’t settle for “affordable.” improve student outcomes. improve affordability. improve design / academic freedom

links generated from the discussion at my presentation:

https://www.google.com/search?q=tin+can&ie=utf-8&oe=utf-8

http://www.uwosh.edu/library/quizsmith

http://glickconsulting.com/resouce_brainegames

https://www.google.com/search?q=techers+skills&ie=utf-8&oe=utf-8

http://www.northeastern.edu/camd/gamedesign/people/sebastian-deterding/

https://www.duolingo.com/  Duolingo. App to learn languages using games

http://www.gamification.co/gabe-zichermann/

https://zebrazapps.com/  ZebraZapps

Creating a Library App

Creating a Library App: Things to Know Before You Go Mobile
Tuesday, April 28, 2015 11AM-12PM PDT
Registration link: http://www.cla-net.org/?861

Mobile apps are a popular topic in libraries. But what does it take to create one and what kind of programming can you do with apps? Is an app the right solution, or should you create a responsive website? What is the process like, and what resources are needed? How do you manage privacy, security, and legal concerns? Who do you need to get the job done, and what skills should they have?

These are all important questions that should be asked (and answered) before you think about creating a mobile app. Learn from expert panelists from libraries and nonprofits who have created, developed, and managed mobile apps for their organizations. Panelists will share practical advice and information based on experience, as well as helpful tools and resources.

Participants will learn:

  • The difference between a mobile app, a mobile site, and a responsive site
  • Three important considerations when deciding whether or not to create a mobile app.
  • Five tips for approaching the design of a mobile app, mobile site, or responsive site.

About the Presenters

  • Stacey Watson is the Senior Librarian and certified scrum Master in the Digital User Experience Department at the Denver Public Library.  She oversees the user experience and content strategy for the library’s websites, online catalog, and digital services. Most recently she and her team developed Volume, a responsive website featuring hand selected albums by local artists.
  • Anna Jaeger and her team at Caravan Studios create mobile apps that are designed in partnership with nonprofit and community-focused organizations to meet the needs of their constituents. Anna has been a frequent speaker on nonprofit and environmental technology since 2007. Prior to her work with Caravan Studios, Ms. Jaeger was a founder and co-director of TechSoup Global’s GreenTech initiative and the director of TechSoup Global’s IT Engineering department.
  • Ani Boyadjian has been a working librarian since 1990. An LAPL staffer since 1996, she is now Research & Special Collections Manager at the Los Angeles Public Library, where she also oversees the Library’s Digitization efforts. She most recently spearheaded the development of the ARchive LAPL app in a partnership with USC and app developers Neon Roots, to use augmented reality to tell stories about the historic Central Library.

IPython notebook

Library Juice Academy

course_intro

I also encourage students to download and install Python on their own systems. Python is a
mature and robust language with a great many third party distributions and versions, such as Ipython.
One I recommend is Active State Python. Active State produces refined and well supported
distributions with easy to use installers. Their basic, individual distribution is free. You can find it at
http://www.activestate.com/activepython/downloads
https://host.lja-computing.net:8888/notebooks/profile_intro_programming_p1/Intro_Programming_Lesson1_pmiltenoff.ipynb
  • Integers: A signed or unsigned whole number running from -32,768 to 32,768 or from 0 to 65,535 if not signed. Integers are used anytime something needs to be counted.
  • Long Integer: Any whole number outside the above range. Python doesn’t distinguish between the two though many languages do. Practically, Python’s integers range from −2,147,483,648 to 2,147,483,648 or 0 to 0 to 4,294,967,295. Most of us will be very happy with this many whole numbers to choose from.
  • Real and Floating Point Numbers: Real numbers are signed or unsigned numbers including decimals. The numbers 2,3,4 are Integers and Real Numbers. The numbers 2.1, 2.9,3.9 are Real Numbers, but not Integers. Real Numbers can include representations of irrational numbers such as pi. Real numbers must be rational, that is a decimal number that terminates after a finite number of decimals. You will sometimes encounter the term Floating Point Numbers. This is a technical term referring to the way that large Real Numbers are represented in a computer. Python hides this detail from you so Real and Floating Point are used intercangeably in this language.
  • Binary Numbers: And Octal and Hexadecimal. These are numbers used internally by computers. You will run into these values fairly often. For instance, when you see color values in HTML such as “FFFFFF” or “0000FF”,
Hexadecimal and Octal are used because humans can read them without too much trouble and they are compromise between what computers process and what we can read. Any time you see something in Octal or Hexadecimal, you are looking at something that interfaces with the lower levels of a computer. You will most commonly use Hexadecimal numbers when dealing with Unicode character encodings. Python will interpret any number which begins with a leading zero as binary unless formatting commands have been used.
Numbers such as 7i are referred to as complex. They have a real part, the 7, and an imaginary part, i. Chance are you won’t use complex numbers unless you’re working with scientific data.
A String consists of a sequence of characters. The term String refers to how this data type is represented internally. You store text in Strings. Text can by anything, letters, words, sentences, paragraphs, numbers, just about anything.
Lists are close cousins to Strings, though you may never need to think of them that way. A list is just that, a list of things. Lists may contain any number of numbers or any number of strings. List may even contain any number of other lists. Lists are compared to arrays, but they are not the same thing. In most uses, the function the same so the difference, for our purposes, is moot. Strings are like lists in that, internally, the computer works with strings in an identical manner to lists. This is why the operations on Strings are so different from numbers.
The last main data type in the Python programming language is the dictionary. Dictionaries are map types, known in other languages as hashes, and in computer science as Associative Arrays. The best way to think of what the dictionary does is to consider a Library of Congress Call Number(something this audience is familiar with). The call number is what’s called a Key. It connects to a record which contains information about a book. The combination of keys and records, called values, comprises a dictionary. A single key will connect to a discrete group of values such as the items in this record. Dictionaries will be touched on in the next lesson in some detail in the next course. These are fairly advanced data structures and require a solid understanding a programming fundamentals in order to be used properly.

Statements, an Overview

Programs consist of statements. A statement is a unit of executable code. Think of a statement like a sentence. In a nutshell, statements are how you do things in a program. Writing a program consists of breaking down a problem you want to solve into smaller pieces that you can represent as mathematical propositions and then solve. The statement is where this process gets played out. Statements themselves consist of some number of expressions involving data. Let’s see how this works.

An expression would be something like 2+2=4. This expression, however is not a complete statements. Ask Python to evaluate it and you will get the error “SyntaxError: can’t assign to operator”. What’s going on here? Basically we didn’t provide a complete statement. If we want to see the sum of 2+2 we have to write a complete statement that tells the interpreter what to do and what to do it with. The verb here is ‘print’ and the object is ‘2+2’. Ask Python to evaluate ‘print 2+2’ and it will show ‘4’. We could also throw in subject and do something a bit more detailed: ‘Sum=2+2’. In this case we are assigning the value of 2+2 to the variable, Sum. We can then do all sorts of things with Sum. We can print it. We can add other numbers to it, hand it off to a function and so on. For instance, might want to know the root of Sum. In which case we might write something like ‘print sqrt(sum)’ which will display ‘2’.

A shell is essentially a user interface that provides you access to a system’s features. Normally, this means access to an Operating System. In cases like this, the shell provides you access to the Python programming environment.

Anything preceed by a “#” is not interpreted or executed by the programming shell. Comments are used widely to document programs. One school of programming holds that code should be so clear that comments are uncessary.

Operations on Numbers

Expressions are discrete statements in programming that do something. They typically occupy one line of code, though programmers will sometimes squeeze more in. This is generally bad form and can really make your program a mess. Expressions consist of operations and data or rather data and operations on them. So, what can you do with numbers? Here is a concise list of the basic operations for integers and real numbers of all types:

Arithemetic:

  • Addition: z= x + y
  • Subtraction: z = x – y
  • Multiplication: z = x * y. Here the asterisk serves as the ‘X’ multiplication symbol from grade school.
  • Division: z = x/y. Division.
  • Exponents: z = x ** y or xy, x to the y power.

Operations have an order of precedence which follows the algebraic order of precedence. The order can be remembered by the old Algebra mnenomic, Please Excuse My Dear Aunt Sally which is remeinds you that the order of operations is:

  1. Parentheses
  2. Exponents
  3. Multiplication
  4. Division
  5. Addition
  6. Subtraction

Operations on Strings

Strings are strange creatures as I’ve noted before. They have their own operations and the arithmetic operations you saw earlier don’t behave the same way with strings.

Putting Expressions Together to Make Statements

As I noted earlier, all computer languages, and natural languages, possess pragmatics, larger scale structures which reduce ambiguity by providing context. This is a fancy way of saying just as sentences posses rules of syntax to make able to be comprehended, larger documents have similar rules. Computer Programs are no different. Here’s a break down of the structure of programs in Python, in a general sense.

  1. Programs consist of one or more modules.
  2. Modules consist of one or more statements.
  3. Statements consist of one or more expressions.
  4. Expressions create and/or manipulate objects(and variables of all kinds).

Modules and Programs are for the next class in the series, though we will survey these larger structures next lesson. For now, we’ll focus on statements and expressions. Actually, we’ve already started with expressions above. In Python, statements can do three things.

  • Assign a variable
  • Change a variable
  • Take an action

Variable Names and Reserved Words

Now that we’ve seen some variable assignments, let’s talk about best practices. First off, aside from reserved words, variable names can be almost any combination of letters, numbers and punctuation marks. You, however, should never ever, use the following punctuation marks in variable names:

      • +
      • !
      • @
      • ^
      • %
      • (
      • )
      • .
      • ?
      • /
      • :
      • ;

*

These punctuation marks tends to be operators and characters that have special meanings in most computer languages. The other issue is reserved words. What are “reserved words”? They are words that Python interprets as commands. Pythons reservers the following words.:

  • True: A special value set aside for boolean values
  • False: The other special value set aside for boolean vaules
  • None: The logical equivalent of 0
  • and: a way of combining logical conditions
  • as: describes how modules are imported
  • assert: a way of forcing something to take on a certain value. Used in debugging of large programs
  • break: breaks out of a loop and goes on with the rest of the program
  • class: declares a class for object oriented design. For now, just remember not to use this variable name
  • continue: returns to the top of the loop and keeps on going again
  • def: declares functions which allow you to modularize your code.
  • elif: else if, a cotnrol structure we’ll see next lesson
  • else: as above
  • except: another control structure
  • finally: a loop control structure
  • for: a loop control structure
  • from: used to import modules
  • global: a scoping statement
  • if: a control structure/li>
  • in: used in for each loops
  • is: a logical operator
  • lamda: like def, but weird. It defines a function in a single line. I will not teach this becuase it is icky. If you ever learn Perl you will see this sort of thing a lot and you will hate it, but that’s just my personal opinion.
  • nonlocal: a scoping command
  • not: a logical operator
  • or: another logical operator
  • pass: does nothing. Used as placeholder
  • raise: raises an error. This is used to write custom error messages. Your programs may have conditions which would be considered invalid based on our business situation. The interpreter may not consider them errors, but you might not want your user to do something so you ‘raise’ an exception and stop the program.
  • return: tells a function to return a value
  • try: this is part of an error testing statement
  • while: starts a while loop
  • with: a context manager. This will be covered in the course after the next one in this series
  • yield: works like return
Variable names should be meaningful. Let’s say I have to track a person’s driver license number. explanatory names like ‘driverLicenseNumber’.

  • Use case to make your variable names readable. Python is case sensitive, meaning a variable named ‘cat’ is different from named ‘Cat’. If you use more than one word to name variable, start of lower case the change case on the second word. For instance “bigCats = [‘Tiger’,’Lion’,’Cougar’, ‘Desmond’]”. The common practice used by programmers in many settings is that variables start with lowercase and functions(methods and so on) start with upper case. This is called “Camel Case” for its lumpy, the humpy appearance. Now, as it happens, there is something of a religious debate over this. Many Python programmers prefer to keep everything lower case and join words in a name by underscores such as “big_cats”. Use whichever is easiest or looks the nicest to you.
  • Variable names should be unique. Do not reuse names. This will cause confusion later on.
  • Python conventions. Python, as with any other programming language, has culture built up around it. That means there are some conventions surrounding variable naming. Two leading underscores, __X, denote system variables which have special meaning to the interpreter. So avoid using this for your own variables. There may be a time and place, but that’s for an advanced prorgramming course. A single underscore _X indicates to other programmers that this a fundamental variable and that they mess with it at their own peril.
  • Avoid starting variable names with a number. This may or may not return an error. It can also mislead anyone reading your program.
  • “A foolish consistency is the hobgoblin of little minds”. But not to programming minds. Consistency helps the readability of code a great deal. Once you start a system, stick with it.

Statement Syntax

Putting together valid statements can be a little hard at first. There’s a grammar to them. Thus far, we’ve mainly been workign with expressions such as “x = x+1”. You can think of expression as nouns. We’ve clearly defined x, but how do we look inside? For that we need to give it a verb, the print command. We would then write “print x”. However we can skip the middle statement and print an expression such as “print x + 1”. The interpreter evaluates this per the order of operations I laid out earlier. However, once that expression is evaluated, it then applies the verb, “print”, to that expression.

Print is a function that comes with the Python distribution. There are many more and you can create your own. We’ll cover that a bit in next lesson. Let’s look at little more at the grammar of a statement. Consider:

x = sin(b)

Assume that b has been defined elsewhere. x is the subject, b is the object and sin is the verb. Python will go to the right side of the equal sign first. It will then go to the inside of the function and evaluate what’s there first. It then evaluates the value of the function and finishes by setting x to that value. What about something like this?

x=sin(x+3/y)

Python evaluates from the inside out according to the rules of operation. Very complex statements can be built up this way.

x = sin(log((x + 3)/(e**2)))
Regardless of what this expression evaluates to (I don’t actually know), Python starts with the innermost parentheses, then works through the value of e squared then adds 3 to x and divides the result by e squared. With that worked out, it takes the logarithm of the result and takessthe sine of that before setting x to the final result.What you cannot do is execute more than one statement on a line. No more than one verb on a line. In this context, a verb is an assignment, or a command acting on an expression
markdown cell
code cell

Call up your copy of Think Python or go to the website at http://www.greenteapress.com/thinkpython/html/. Read Chapter 2. This will reiterate much of what I’ve presnted here, but this will help cement the content into you minds. Skip section 2.6 because IPython treats everything as script mode. IPyton provides you with the illusion of interactive, but everything happens asynchronously. This means that any action you type in will not instantaneously resolve as it would if you were running Python interactively on your computer. You will have to use print statements to see the results of your work.

Your assignment consists of the following:

  • Exercise 1 from Chapter 2 of Think Python. If you type an integer with a leading zero, you might get a confusing error:
    <<< zipcode = 02492

    SyntaxError: invalid token
    Other numbers seem to work, but the results are bizarre:
    <<< zipcode = 02132
    <<< zipcode
    1114
    Can you figure out what is going on? Hint: display the values 01, 010, 0100 and 01000.

  • Exercise 3 from Chapter 2 of Think Python.Assume that we execute the following assignment statements:
    width = 17
    height = 12.0
    delimiter = ‘.’
    For each of the following expressions, write the value of the expression and the type (of the value of the expression).

    width/2
    width/2.0
    height/3
    1 + 2 5
    delimiter
    5

  • Exercise 4 from Capter 2 of Think Python. Practice using the Python interpreter as a calculator:
    1. The volume of a sphere with radius r is 4/3 π r3. What is the volume of a sphere with radius 5? Hint: 392.7 is wrong!
    2. Suppose the cover price of a book is $24.95, but bookstores get a 40% discount. Shipping costs $3 for the first copy and 75 cents for each additional copy. What is the total wholesale cost for 60 copies?
    3/ If I leave my house at 6:52 am and run 1 mile at an easy pace (8:15 per mile), then 3 miles at tempo (7:12 per mile) and 1 mile at easy pace again, what time do I get home for breakfast?

In your IPython notebook Create a markdown cell and write up your exercise in there. Just copy it from the textbook or from the above write up. Next ceate a code cell and do your work in there. Please, comment your work thoroughly. You cannot provide too many comments. Use print statements to see the outcome of your work.

Creating a Library App: Things to Know Before You Go Mobile
Tuesday, April 28, 2015 11AM-12PM PDT
Registration link: http://www.cla-net.org/?861

Mobile apps are a popular topic in libraries. But what does it take to create one and what kind of programming can you do with apps? Is an app the right solution, or should you create a responsive website? What is the process like, and what resources are needed? How do you manage privacy, security, and legal concerns? Who do you need to get the job done, and what skills should they have?
These are all important questions that should be asked (and answered) before you think about creating a mobile app. Learn from expert panelists from libraries and nonprofits who have created, developed, and managed mobile apps for their organizations. Panelists will share practical advice and information based on experience, as well as helpful tools and resources.

Zeth Lietzau is the Manager of Digital User Experience and the Community Technology Center at the Denver Public Library. He’s the leader of their Virtual Services initiative, which defines the direction of DPL’s online services, mobile & otherwise, including the Volume Denver project which is available as a mobile-responsive site.
A303_Lietzau Makers, Hackers, and Badges at the Denver Public Library

Anna Jaeger and her team at Caravan Studios create mobile apps that are designed in partnership with nonprofit and community-focused organizations to meet the needs of their constituents. Anna has been a frequent speaker on nonprofit and environmental technology since 2007. Prior to her work with Caravan Studios, Ms. Jaeger was a founder and co-director of TechSoup Global’s GreenTech initiative and the director of TechSoup Global’s IT Engineering department.
https://cc.readytalk.com/cc/s/meetingArchive?eventId=li2t1jz4hoy6

Ani Boyadjian has been a working librarian since 1990. An LAPL staffer since 1996, she is now Research & Special Collections Manager at the Los Angeles Public Library, where she also oversees the Library’s Digitization efforts. She most recently spearheaded the development of the ARchive LAPL app in a partnership with USC and app developers Neon Roots, to use augmented reality to tell stories about the historic Central Library.

More on mobile apps in general on this IMS blog:

https://blog.stcloudstate.edu/ims/?s=mobile+apps

big data and LRS door counters

LITA discussion (attached below) on how one can easily do real-time but also big-data like estimate of patrons’ attendance in the library.

GitHub https://github.com/ and listuser@chillco.com Cary, for wifi connected counter

From: Cary Gordon [mailto:listuser@chillco.com]
Sent: Sunday, March 29, 2015 9:35 AM
To: lita-l@lists.ala.org
Subject: [lita-l] Re: patron/door counter

I am not an expert on door counters, but I think that it would be pretty simple — no, really — to make your own system using a small, inexpensive computer like a Raspberry Pi with a wifi adapter and connect it to your current counter. It would take a little programming, but the result could be something that the community could share.

If you are interested in this, we could create a project on GitHub. I would be happy to help.

Cary

On Mar 28, 2015, at 2:49 PM, Mason Yang <hyang@marymount.edu> wrote:

Hi,

We have a old door counter which can only be checked manually. We are looking for a new door counter system which can help us to find out how many patrons come in during certain hours. I found a couple systems online and would like know if some libraries recently installed any door counter systems and what’s your experience with them. I made a short list of questions below. If you can take a few minutes to answer those questions or just drop a line or two of your comments to reply to this email, I will really appreciate it.

Thanks in advance for your time and inputs!

  1. what’s the model and the brand of the door counter system?
  1. Wired to your network or wireless connected to the internet?
  1. Does the system count the number of entries/exists hourly?
  1. Dose the system generate reports,if any, automatically?
  1. What’s your general experience of the system?
  1. Will you recommend the system to other libraries?

 

Thanks,

Mason Yang

Electronic Services Librarian

Library & Learning Services

Marymount University

 

Phone: 703-526-6844

Fax: 703-284-1685

mason.yang@marymount.edu

MakerSpace in the library

Library Makerspaces: From Dream to Reality

Instructor: Melissa Robinson

Dates: April 6 to May 1st, 2015

Credits: 1.5 CEUs

Price: $175

http://libraryjuiceacademy.com/114-makerspaces.php

Designing a makerspace for your library is an ambitious project that requires significant staff time and energy. The economic, educational and inspirational rewards for your community and your library, however, will make it all worthwhile. This class will make the task of starting a makerspace less daunting by taking librarians step by step through the planning process. Using readings, online resources, discussions and hands-on exercises, participants will create a plan to bring a makerspace or maker activities to their libraries. Topics covered will include tools, programs, space, funding, partnerships and community outreach. This is a unique opportunity to learn in depth about one public library’s experience creating a fully-functioning makerspace, while also exploring other models for engaging libraries in the maker movement.

Melissa S. Robinson is the Senior Branch Librarian at the Peabody Institute Library’s West Branch in Peabody, Massachusetts. Melissa has over twelve years of experience in public libraries. She has a BA in political science from Merrimack College, a graduate certificate in Women in Politics and Public Policy from the University of Massachusetts Boston and a MLIS from Southern Connecticut State University. She is the co-author of Transforming Libraries, Building Communities (Scarecrow Press, 2013).

Read an interview with Melissa about this class:

http://libraryjuiceacademy.com/news/?p=733

Course Structure

This is an online class that is taught asynchronously, meaning that participants do the work on their own time as their schedules allow. The class does not meet together at any particular times, although the instructor may set up optional sychronous chat sessions. Instruction includes readings and assignments in one-week segments. Class participation is in an online forum environment.

Payment Info

You can register in this course through the first week of instruction. The “Register” button on the website goes to our credit card payment gateway, which may be used with personal or institutional credit cards. (Be sure to use the appropriate billing address). If your institution wants to pay using a purchase order, please contact us to make arrangements.

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Making, Collaboration, and Community: fostering lifelong learning and innovation in a library makerspace
Tuesday, April 7, 2015 10AM-11:30AM PDT
Registration link: http://www.cla-net.org/?855

Travis Good will share insights garnered from having visited different makerspaces and Maker Faires across the country. He will explain why “making” is fundamentally important, what its affecting and why libraries are natural place to house makerspaces. Uyen Tran will discuss how without funding, she was able to turn a study room with two 3D printers into a simple makerspace that is funded and supported by the community. She will also provide strategies for working with community partners to provide free and innovative maker programs and creating a low cost/no cost library maker environment. Resources and programming ideas will also be provided for libraries with varying budgets and staffing. Upon completing this webinar, every attendee should be able to start implementing “maker” programs at their library.

Curriculum or the Technology

What Comes First: the Curriculum or the Technology?

http://www.edudemic.com/what-comes-first-the-curriculum-or-technology/

  • Regardless of the technology, what’s the most important lesson for students to learn?
  • Why do I need to use technology in my daily curriculum?
  • How are these tech tools enhancing what we’re doing?
  • What will the students do with these tools – during and after class?

Think Curriculum Enhancements, Not Technology Implementations

1) Learn How Students Are Using Technology at Home

2) Don’t Use Technology for the Sake of Using Technology

3) Focus on Just One Tech Implementation

4) Utilize the SAMR Model

The SAMR model, developed by Dr. Ruben Puentedura, represents the stages of tech integration: Substitution, Augmentation, Modification and Redefinition. This model challenges us to assess and reflect on not only how we integrate technology into our curriculum, but also how we modify, redefine and transform our classrooms through its use.

5) Actively Seek Out Professional Development Opportunities

  • Younger students utilizing QR codes to add a challenging yet fun element to learning to spell.
  • Older students creating digital books or movies to demonstrate a deep understanding on a topic, rather than simply discussing or assessing it.
  • Video conferencing with other schools in your area or network to research, discuss, debate and develop potential solutions to globally significant problems.
  • Skyping with local leaders and guest speakers on specific topics such as coding or programming, networking and composing music.

In Short

Integrating technology into the classroom can be exhilarating, fun, and at times a little scary. That said, I’ve often found that teachers are hungry for more information, and welcome the chance to bring new ideas to the classroom.

In the end, if teachers and their administration are ready to embrace the messiness and the risks that sometimes come with technology, the reward is that your school’s curriculum – which must be strong to start – can truly be taken to the next level, and beyond. Otherwise, we’ll all be still left trying to figure out how an abacus works.

games for building and exploration

Beyond Minecraft: Games That Inspire Building and Exploration

http://blogs.kqed.org/mindshift/2013/11/beyond-minecraft-games-that-inspire-building-and-exploration/

1. Garry’s Mod 

garryscreenshotGarry’s Mod (GMod) is a sandbox game like Minecraft but instead of building and exploring, students use a fun physics engine that simulates things like gravity and mass. They also use a virtual toy box of assets from Valve Software’s popular games. The tool is a step up in complexity from the elegant simplicity of Minecraft, but with Garry’s Mod, students are exposed to physics concepts while having madcap fun.

2. Kerbal Space Program

kerbal_screenshotKerbal Space Program has a robust physics engine too, but it’s more focused than Garry’s Mod. Players purchase rocket parts, put them together, and then see if they can get a ship into orbit, to one of two moons, or even to another planet. These aren’t easy tasks, so play is focused on trial and error testing, and, like Minecraft, seeking help from the community is part of a successful strategy.

3. Sound Shapes 

soundshapes_screenshotSound Shapes is a visually stunning platform puzzle game set to a rich musical soundscape. Even better: students can create and share their own levels – like interactive sheet music — using sounds and objects unlocked by playing the platform game. It’s an accessible entry point into musical composition as well as game design, and provides an experience that builds on the creativity of Minecraft while offering something wholly unique for music lovers.

4. DIY

DIYFor creative kids who want to get their hands dirty, check out DIY, a site where students can find things to build, instructions for how to build them, and ways to share their creations with others. All projects are aligned to 50 skills that run the gamut from outdoors to indoors, and feature various challenges to complete and cool badges to earn and display.

5. STENCYL

screen568x568Computer programming is a great next step for students who love to mod Minecraft or toy around with the redstone resource (which simulates basic logic and circuitry). One solid entry-level tool is Stencyl, a game creation program focused on codeless, cross-platform game making. By snapping blocks of code together, students can create games that can be published and played on a variety of platforms including mobile phones.

6. CODECADEMY

Codecademy is a web-based, self-paced site that teaches actual industry-standard languages like PHP, Javascript, Python, Ruby, HTML, and CSS. While students don’t create publishable games like they would in Stencyl, their learning is purpose-driven and contextualized, e.g. JavaScript for web development or Ruby for app development. And students do get to see their code’s output directly onscreen.

Minecraft has introduced a lot of youth to games as well as the critical thinking, problem solving, and creation skills necessary for self-motivated learning. The games and sites on this list have the potential to extend that learning, providing fresh outlets for self-expression in the digital world and beyond.

More on gaming in this blog:

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

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

How To Start Integrating Coding Into Project Based Learning

How To Start Integrating Coding Into Project Based Learning

http://www.edudemic.com/coding-into-project-based-learning/

PBL Tenet #1: Create Real World Connections

Coding Application: Find a solution to a problem by creating an App or Website

PBL Tenet #2: Foster Critical Thinking

Coding application: Coding requires a series of logical steps

PBL Tenet #3: Structured Collaboration

Coding application: Coding creates learning communities

PBL Tenet #4: Student Driven

Coding application: Perseverance and self teaching are important skills learned through coding

PBL Tenet #5: Multifaceted approach

Coding application: A programming language is only one part of an app or website

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