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Social network platforms for HigherEd

Social network platforms for HigherEd

Excellent discussion on the blend-online listserv on :

Can anyone recommend a good social network platform, preferably Cloud-based, that could be used to facilitate substantive organic communication and collaboration among past, present and future students on a handful of online and blended learning programs?

From: The EDUCAUSE Blended and Online Learning Constituent Group Listserv [mailto:BLEND-ONLINE@LISTSERV.EDUCAUSE.EDU] On Behalf Of Robert Tousignant
Sent: Wednesday, January 21, 2015 11:50 AM
To: BLEND-ONLINE@LISTSERV.EDUCAUSE.EDU
Subject: Re: [BLEND-ONLINE] Social network platforms for HigherEd

 

Also, as mentioned in my previous post, Schoology (http://www.schoology.com) offers an LMS with a modern social media interface and integrations with Facebook, Microsoft OneDrive, etc… you might want to add it to the list as well.

Bes,

Bob

From: Victoria Cardullo <vmc0004@AUBURN.EDU>
Reply-To: The EDUCAUSE Blended and Online Learning Constituent Group Listserv <BLEND-ONLINE@LISTSERV.EDUCAUSE.EDU>
Date: Wednesday, January 21, 2015 at 12:37 PM
To: BLEND-ONLINE@LISTSERV.EDUCAUSE.EDU” <BLEND-ONLINE@LISTSERV.EDUCAUSE.EDU>
Subject: Re: [BLEND-ONLINE] Social network platforms for HigherEd

I added both thanks for the update and clarification.

 Facebook Group “Groups for Schools” feature today which will allow American colleges to create Group pages accessible only within the school community.
 LinkedIn LinkedIn is a business-oriented social networking service. Founded in December 2002 and launched on May 5, 2003, it is mainly used for professional networking.
 K-12 Edmodo Edmodo is a social networking site for teachers and students where over 46 million teachers, students, and parents are connecting to collaborate on assignments, discover new resources. Edmodo is a web 2.0 social networking tool for educators to use to communicate with students and parents.
 Microsoft OneDrive  A file hosting service that allows users to upload and sync files to a cloud storage and then access them from a Web browser or their local device.
 12manage.com A free management education and business education platform for management and organization of business or education.
 Yammer Yammer a private social network collaboration software and business applications that allows the user to connect to the right people, share information across teams and organize around projects.
Celly Celly is a platform for ad-hoc social networks that is accessible via iPhone, Android, Web, SMS text and even email. Networks connect individuals and communities for instant and easy communication.
Jive Jive is a communication and collaboration platform solution for business. Jive enables employees, partners and customers to work together.
 Twitter Twitter is a powerhouse for marketing, communication, business, and even education, letting people from around the world work together, share ideas, and gain exposure to concepts.
 Google+ Communities Google+ is a place to connect with friends and family, and explore interests. Google+ allows the user to share photos, send messages, and stay in touch with the people globally.
Hive Social Hive Social is a specialist Social Media consultancy, that helps businesses and brands find, connect, build and engage with their online audience through Social Media and Digital Marketing.
Enterprise Hive HiveSocial for higher education is an enterprise social software, communication and collaboration platform with embedded game mechanics
Socialtext Socialtext applies Web 2.0 technologies such as enterprise microblogging, enterprise social networking and wikis to the critical challenges facing businesses. Socialtext’s platform allows employees to share expertise, speed workflows, and get their jobs done faster.
 Elgg  Elgg an open source social networking software that provides individuals and organizations with the components needed to create an online social environment. It offers blogging, microblogging, file sharing, networking, and groups

Dr. Victoria Cardullo

Auburn University

Assistant Reading Professor

Curriculum and Teaching

vmc0004@auburn.edu

334-844-6882

“Learning is finding out what you already know, Doing is demonstrating that you know it, Teaching is reminding others that they know it as well as you do. We are all learners, doers, and teachers.”

—  Richard David Bach

 

From: The EDUCAUSE Blended and Online Learning Constituent Group Listserv [BLEND-ONLINE@listserv.educause.edu] on behalf of Kampmann, David L [David.Kampmann@SOUTHEASTTECH.EDU]
Sent: Tuesday, January 20, 2015 3:02 PM
To: BLEND-ONLINE@listserv.educause.edu
Subject: Re: [BLEND-ONLINE] Social network platforms for HigherEd

A Facebook group is probably the quickest, easiest, and will give you the best engagement. Data shows that in the under 25 age group, Facebook groups is still popular.

If you were trying to reach mainly current and future, I would shift to LinkedIn.

All of those other social networks and white label networks require people to remember another log in, site, and place to check and update. You might get good engagement up front, but it will deteriorate.

David Kampmann, M.S. in Ed, CFD | Southeast Technical Institute

Instructional Facilitator | p: (605) 367-5531 | @mrkampmann

 

From: The EDUCAUSE Blended and Online Learning Constituent Group Listserv [mailto:BLEND-ONLINE@LISTSERV.EDUCAUSE.EDU] On Behalf Of Ed Garay
Sent: Tuesday, January 20, 2015 11:07 AM
To: BLEND-ONLINE@LISTSERV.EDUCAUSE.EDU
Subject: [BLEND-ONLINE] Social network platforms for HigherEd

 

Can anyone recommend a good social network platform, preferably Cloud-based, that could be used to facilitate substantive organic communication and collaboration among past, present and future students on a handful of online and blended learning programs?

 

I am familiar with Google+ Communities, Yammer, Jive and Socialtext, but I am wondering if there are other solutions worth investigating. Facebook at Work might be a possibility, but it is too early to tell. Elgg is also a viable option, especially, a hosted Elgg instance, but identifying a fully functional, customizable and super easy to use and administrate Cloud-first solution is most desirable.

 

Thank you very much.

— Ed Garay

University of Illinois at Chicago

http://www.twitter.com/garay

google.com/+EdGaray

IPad.

 

Best Apps Games and Sites of the Last Year

Mobile: Best Apps, Games and Sites of the Last Year

https://thejournal.com/Articles/2016/01/05/Best-AppsGames-and-Sites-of-the-Last-Year.aspx

GameMaker: Studio
Grades: 5–12
Pricing: Free, paid
Concepts: Digital creation, programming and coding, game design

GameMaker: Studio is a robust game-making tool that appeals to both entry-level novices and game-development pros alike.

The Orchestra
Grades: 6–12
Pricing: $13.99
Concepts: Music theory, memorization, listening, part-whole relationships

The Orchestra is an interactive iPad app for exploring classical music, the orchestra and orchestral instruments.

WonderBox
Grades: 2–8
Pricing: Free
Concepts: Design, geography, curiosity, imagination, making new creations

As its name suggests, WonderBox is an app that piques kids’ natural curiosity through video, drawing, taking pictures, messaging with family and friends and engaging in multistep challenges.

A.D.A.M. Interactive Anatomy Online
Grades: 9–12
Pricing: Free to try, paid
Concepts: Anatomy, biology, memorization, part-whole relationships

A.D.A.M. Interactive Anatomy Online is a 3D visualization and curriculum-development tool all about the human body. Teachers can select and create assignments that allow students to manipulate 3D images of the human body.

Construct 2
Grades: 7–12
Pricing: Free, paid
Concepts: Digital creation, programming and coding, game design

Construct 2 is a Web-based 2D game-creation tool for students and teachers who want to get into game design without the need to know programming languages.

Fruity Fractions
Grades: 1–3
Pricing: $2.99
Concepts: Fractions, part-whole relationships

Set in a tropical jungle full of brightly colored fruit and animated birds, Fruity Fractions teaches fractions concepts to kids in first through third grades.

Canvas as LE (learning environment)

Canvas as a Learning Environment

Do you have a class in Canvas? Invite me. As a students, teacher, does not matter. I will be your guinea pig and will be giving you feedback. And vice versa.

Here is my invitation for you in EdPuzzle: nobenes is the code and the link is: https://edpuzzle.com/join/nobenes

I have not touched Canvas for good two years. Last semester, I put my egg in the Google “basket.”

I see that EdPuzzle will be adding video soon. I am fairly serious that they are competing with Zaption, which just released Zaption Presenter, which is practically a mashup of video by your choice, either uploaded by you or mashedup from YouTube and super-imposed quizzing feature such as Kahoot: https://blog.stcloudstate.edu/ims/2015/11/19/zaption-presenter/

Google, with Google Hangouts and Google Classroom (Google Drive/Google Forms and bunch other stuff) might be exactly what you are looking in Canvas with badges and EddPuzzle?
Just a thought, I am more keen now to explore w you the combination Canvas/EddPuzzle/Badges

More about Canvas in this IMS blog:
https://blog.stcloudstate.edu/ims/?s=canvas&submit=Search

Plagiarism or Collaboration?

Is It Plagiarism or Collaboration?

http://ww2.kqed.org/mindshift/2014/01/23/is-it-plagiarism-or-collaboration/

a recent PEW research study found that while educators find technology beneficial in teaching writing skills, they feel it has also led to a direct increase in rates of plagiarism and infringement of intellectual property rights.

We want students to do “group work,” to collaborate, and to discuss. However, we have very specific realms in which we want this to happen: the group assignment, the in-class discussion, studying for exams, etc. At the same time, many of us want to put up barriers and halt any collaboration at other times (during assessments, for example). When collaboration takes place during assessment, we deem it plagiarism or cheating, and technology is often identified as the instrument that tempts students into such behavior.

A student may produce an entirely wrong answer, but if how they got there was through logic, reasonable assumption, educated guessing (not just plain old “guessing”) – and they were effective in communicating that process – then there is evidence of learning that I can take into account.

More on plagiarism, academic integrity and academic dishonesty in this IMS blog:

https://blog.stcloudstate.edu/ims/?s=plagiarism&submit=Search
https://blog.stcloudstate.edu/ims/tag/academic-integrity/
https://blog.stcloudstate.edu/ims/tag/academic-dishonesty/

 

effective presentations

Plan

  1. effective presentations
    1. reality: more dynamic environment/two way conversation
    2. conversation does not stop with the end of the presentation
    3. data-mining
    4. communities and connectivity
  2. PowerPoint (the Death of)
  3. Alternatives to PowerPoint

———–

————————————

More on presentations in this IMS blog:

free image sources:

https://blog.stcloudstate.edu/ims/2014/06/01/social-media-and-presentations-free-image-sources/

Presentation tools for teachers:

https://blog.stcloudstate.edu/ims/2013/09/30/the-5-best-free-slideshow-presentation-and-creation-tools-for-teachers/

https://blog.stcloudstate.edu/ims/2014/07/09/2014-best-educational-web-sites/

Basics of design:

https://blog.stcloudstate.edu/ims/2013/01/22/basics-of-design/

 

presentation tools for CPSY 101

Plan for work with CPSY 101 students on alternatives for presentation and design

short link to this blog entry: http://scsu.mn/1P39zKV

China educational reform

A Shifting Education Model in China

http://www.theatlantic.com/education/archive/2015/12/china-education-system/420234/
The news was taken from Facebook: https://www.facebook.com/MindShift.KQED/posts/913192562049997. Here are the comments:

Marcin Zaród While at the same time in their kung-fu schools they have been using models like “station rotation”, “peer-learning”, “immediate feedback”, mastery learning, even some elements of gamification (like badges-like colour belts showing the mastery on some level and unblocking access to higher-level routines available only for the more advanced students), etc for hundreds of years…. And I am not joking. Just ask anybody who does some kung-fu under the watchful eye of a good coach (sifu).
A great example of a “peer learning” session on the enclosed photo (taken at a kung-fu training in Poland, not in China smile emoticon

China has now reshaped its national exam to focus on a broader range of topics and cognitive skills and, in turn, move away from teacher-dominated lecturing. The new test requires that students employ complex analytical skills, mixed with broader knowledge across various subjects.

This is exactly what Finland and the United Kingdom are aiming with the reforms in their education. In March 2015, this blog reported on a reform in Finland: https://blog.stcloudstate.edu/ims/2015/03/24/education-reform-finland/, which is to be followed by the UK.

BYOD and education

BYOD (BOYE) in the Classroom: Necessary or Nice?

http://www.middleweb.com/26605/byod-in-the-classroom-necessary-or-nice/

► Does the technology accommodate and differentiate for all learners’ needs?
► Are students provided both voice and choice with technology, thereby increasing ownership and engagement?
► Are there opportunities for students to engage in peer feedback and collaborative work?

Having students bring their own devices to school is not a panacea for all the challenges in the secondary classroom. Yet if it is planned with thoughtfulness and intention, we have seen BYOD increase student engagement and relevance while reducing costs for the school. The best part: Teachers and students can be creative and autonomous in how this looks in classrooms.

More on BYOD in this IMS blog:

https://blog.stcloudstate.edu/ims/2015/12/08/millennials-and-mobile-phones/

https://blog.stcloudstate.edu/ims/2015/11/24/ifttt/

https://blog.stcloudstate.edu/ims/2015/11/23/educational-technology-and-faculty-development/

https://blog.stcloudstate.edu/ims/2015/10/28/k-12-technology/

https://blog.stcloudstate.edu/ims/2015/09/21/byoe/

convocation winter 2016

Short link the information below on the IMS blog: https://blog.stcloudstate.edu/ims/?p=4441 and even shorter one: http://scsu.mn/1RsQErr

Weds 6th

Session I 10-11:15         Voyageurs North (Atwood)

Title
Engage your students: connect CMS (D2L) to social media to enhance the learning process.

Plamen Miltenoff and Emil Towner

Join us online via Adobe Connect: http://scsuconnect.stcloudstate.edu/ims (please login as a “guest” and use your real name)

Outline

In this rapid succession of examples, one can experience a showcase how to enhance students’ engagement by modernizing D2L experience through connection with social media. Bring your own examples and participate in a discussion, which aims finding the right tools for your class and field of study.

Audience:
beginners to advanced

Prerequisite:
come with your own social media accounts: Facebook, Twitter, Instagram, Pinterest, Vine

Outcomes:

By the end of this session, the participants will have an idea about peculiarity of each of the social media tools: Facebook, Twitter, Instagram, Pinterest, Vine

By the end of the session, the participants will be familiar with the integration of each of the social media tool into D2L

By the end of the session, the participants will be able to asses to what extent each particular tool fits their field of study

By the end of the session, the participants will be able to compare the pedagogical advantages and disadvantages of the social media tools compared to D2L

Useful links to contact us via social media:
IMS blog: https://blog.stcloudstate.edu/ims
IMS Facebook: https://www.facebook.com/InforMediaServices?ref=hl
IMS Twitter: https://twitter.com/SCSUtechinstruc
IMS Pinterest: http://www.pinterest.com/scsutechnology/
IMS Instagram: http://instagram.com/scsutechinstruct
IMS YouTube: https://www.youtube.com/channel/UC_UMIE5r6YB8KzTF5nZJFyA
IMS Google+: https://plus.google.com/u/0/115966710162153290760/posts/p/pub
IMS LinkedIn: http://www.linkedin.com/in/scsuinstructionaltechnology

Plan – Plamen Miltenoff:

 Please consider the following survey about your opinion regarding social media in education:

*http://aidemoreto.polldaddy.com/s/social-media-in-education*
please have the short link: http://scsu.mn/1Z8EFFx

most recent contemplations about blogs and social media in general:
https://blog.stcloudstate.edu/ims/2016/01/01/4507/

  • D2L and Vine
    Vine is a social media services, which provides the ability to share 7 sec videos. Vine is becoming more popular then Instagram (15 sec videos), with the simplicity to create short videos. Students can take sequence of short videos, which amount to 7 sec to reflect the main points of a project. E.g.: chemical reaction, biology dissection, progress of engineering planning, solving a math formula.
    URL to the vine can be posted in the D2L discussion area for further collaborative effort or for peers’ and instructions evaluation
    Vines are a click away from a FB group page or, with the right handle and hashtag, to a Twitter discussion
    The bottom-line to evaluate if fitting your field of study is: can the content be narrated or is it much better if visualized. If the latter, Vine can be your salvation.
    How to Create Social Videos With Your Smartphone https://blog.stcloudstate.edu/ims/2015/01/10/social-videos-with-your-smartphone/
  • D2L and YouTube, EdPuzzle (https://edpuzzle.com/), etc
    YouTube Unveils New Trending Tab
    https://blog.stcloudstate.edu/ims/2015/12/13/improvements-in-social-media-tools/

    Per SCSU IT disclaimer: MediaSpace (Kaltura) is a free, cloud-based video repository solution for campus that allows faculty and staff to upload and distribute video and audio content for academic or administrative purposes. Facilitators will discuss potential uses of MediaSpace for campus, demonst rate how to create Webcam and screen recordings, upload audio/video, and embed or link to MediaSpace content from D2L or a web site.  YouTube is owned by Google and the integration, including statistics and analytics by Google are way beyond MediaSpace. The only selling point of MediaSpace is the FERPA requirement by MnSCU to host privacy data on a MnSCU owned server
  • Google+
    Google+ is indirect competition with any CMS, D2L included, with its GOogle Classroom platform (https://classroom.google.com/ineligible). K12 and higher institutions are outsourcing to GMAIL and with Google Hangouts (Skype also), one can share video, audio and desktops, which makes Adobe Connect + D2L way behind in integration even before Google Drive is mentioned.
    Google Introduces Shared Albums in Google Photos:
    https://blog.stcloudstate.edu/ims/2015/12/13/improvements-in-social-media-tools/
    8 Ways to Use Google+ Hangouts for Your Business https://blog.stcloudstate.edu/ims/2015/09/23/google-hangouts/You can record hangouts directly to your YouTube channel for future use.For private Google+ Hangouts, choose Google+ Video Hangouts, which allow you to have up to 10 participants in a video chat that is accessible only to the people invited.

Plan – Emil Towner:

  1. General stats on integrating social media and things to consider
  1. Integrating LinkedIn Assignments
  1. Integrating Facebook Groups
  • I will show a couple of groups that I have used
  • I can also come up with an “exercise” that participants can do, just let me know: (1) if you want me to and (2) if participants are suppose to have a Facebook account that they can log into during the session

 ===========================================================

Session K 2-3:15: 2PM Wed, Jan 8.  Location: CH455

Title
Engage your students: gaming and gamification in the learning process.

Outline

As part of the broader discussion, a short discussion segment to form and agree on definitions and terms regarding games and gamification. Another short segment to seek consensus if this SCSU campus is ready to departure on the path of gamifying education. After several examples, of how games are used in education and gamification techniques, a discussion on how gaming and gamification can be streamlined amidst shrinking budget and increasing workload. More details and information about gaming and gamification at: http://scsu.mn/1F008Re

Audience:
beginners to advanced

Outcomes:

By the end of this session, the participants will have a working definitions on play, games, serious games, game-based learning, digital game-based learning, gaming, gamification and badges. (more at http://scsu.mn/1F008Re)

By the end of the session, the participants will be familiar with the possibilities for integration of games in the educational process and for gamification of the educational process.

By the end of the session, the participants will be able to asses to what extent games and gamification fit their field of study

Plan:

===========================================

Friday 8th

Session M 10-11:15: CH 455

Title
Present and be presented: engage your students with modern ways to share information

Outline

Two trends plague education: the swamp of PowerPoint presentations and the lack of visual literacy. In this rapid succession of examples, one can experience a showcase of various cloud-based tools, which brings visual presentations way beyond PowerPoint and align with the Millennials demand for current social interaction. A discussion on how relevant these tools are to various disciplines and details on improving the interaction among instructors and students during the presentation. Ongoing discussion about design as part of visual literacy and the difference between blended learning and technology integration.

Audience:
beginners to advanced

Outcomes:

By the end of this session, the participants will have understand the movement “Death by PowerPoint” and will understand the advantage of cloud-based presentation tools to MS PowerPoint

By the end of the session, the participants will be familiar with several tools, which successfully replace PowerPoint and well beyond.

By the end of the session, the participants will be able to asses to what extent games and gamification fit their field of study

By the end of the session, the participants will be able to discriminate between technology integration and blended learning.

Plan:

 

videonotes for flipped lessons

Creating Flipped Lessons With VideoNotes

 http://practicaledtech.com/2015/01/12/practical-ed-tech-tip-of-the-week-creating-flipped-lessons-with-videonotes/

http://www.videonot.es/

VideoNotes allows you to load a video on the left side of your screen then on the right side of the screen VideoNotes gives you a notepad on which to type.

1. How to Create a Jeopardy-style Game in Google Spreadsheets
2. How to Use Doctopus and Goobric to Grade Google Classroom Assignments
3. Using Timelines as Digital Portfolios and Reflections on Learning
4. How to Add Custom Columns to Padlet Walls
5. ReadWorks Now Offers Poems and Question Sets for K-12 Classrooms
6. PicCollage, ThingLink, and A Visit to the USS Alabama
7. A Couple of Graphing Calculators for Your Chrome Browser

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