Recorded on February 25, 2016
Presenter
Dr. Cynthia Calongne
CTU Doctoral Program | ccalongne@ctuonline.edu
Twitter and Skype: @lyrlobo
Digital Literacy for St. Cloud State University
http://2016libtechconference.sched.org/event/69f9/come-on-down-gaming-in-the-flipped-classroom#
gamification for the enthusiasm. credit course with buffet. the pper-to-peer is very important
gaming types
affordability; east to use; speed to create.
assessment. if you want heavy duty, SPSS kind of assessment, use polldaddy or polleverywhere.
Kahoot only Youtube, does not allow to upload own video or use Kaltura AKA Medispace, text versus multimedia
Kahoot is replacing Voicethread at K12, use the wave
Kahoot allows to share the quizzes and surveys
Kahoot is not about assessment, it is not about drilling knowledge, it is about conversation starter. why do we read an article? there is no shame in wrong answer.
the carrot: when they reach the 1000 points, they can leave the class
Kahoot music can be turned off, how short, the answers are limited like in Twitter
Quizlet
screenshot their final score and reach 80%
gravity is hard, scatter start with. auditory output
drill game
Teach Challenge.
1st day is Kahoot, second day is Team challange and test
embed across the curriculum
gaming toolkit for campus
what to take home: have students facing students from differnt library
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Putting it all together: a holistic approach to utilizing your library’s user data for making informed web design decisions
In the age of Big Data, there is an abundance of free or cheap data sources available to libraries about their users’ behavior across the many components that make up their web presence. Data from vendors, data from Google Analytics or other third-party tracking software, and data from user testing are all things libraries have access to at little or no cost. However, just like many students can become overloaded when they do not know how to navigate the many information sources available to them, many libraries can become overloaded by the continuous stream of data pouring in from these sources. This session will aim to help librarians understand 1) what sorts of data their library already has (or easily could have) access to about how their users use their various web tools, 2) what that data can and cannot tell them, and 3) how to use the datasets they are collecting in a holistic manner to help them make design decisions. The presentation will feature examples from the presenters’ own experience of incorporating user data in decisions related to design the Bethel University Libraries’ web presence.
data tools: user testing, google analytics, click trakcer vendor data
questions:
is there a dashboard tool that can combine all these tools?
optimal workshop: reframe, but it is more about qualitative data.
how long does it take to build this? about two years in general, but in the last 6 months focused.
TCC 2016 cordially invites you to join a FREE special pre-conference webinar on competency-based education (CBE).
Unpack CBE
During this session, Diane Singer from Bandman University, and Susan Manning from the University of Wisconsin at Stout, discuss the meaning and processes behind CBE, with a specific eye to how the assessment and recognition of competencies benefit various stakeholders, including business and industry.
Date & time:
March 16, 2:00 PM Hawaii; 6:00 PM Mountain; 8:00 PM Eastern
March 17, 9:00 AM Tokyo & Seoul; 11:00 AM Sydney, Feb. 26
Other timezones:
http://bit.ly/tcc16precon2-unpackCBE
Full information:
http://2016.tcconlineconference.org/unpacking-cbe/
RSVP for this FREE session!
If you wish to participate, please RSVP. A reminder will be sent a few days prior along with instructions to sign-in.
http://bit.ly/tcc2016precon2-rsvp
The 21st Annual TCC Worldwide Online Conference: April 19-21, 2016
TCC, Technology, Colleges and Community, is a worldwide online conference attended by university and college personnel including faculty, academic support staff, counselors, student services personnel, students, and administrators.
More on competency-based learning in this IMS blog:
https://blog.stcloudstate.edu/ims/?s=competency+based+learning&submit=Search
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webinar archived recording:
http://2016.tcconlineconference.org/make-the-future/
Recorded on February 25, 2016
Dr. Cynthia Calongne
CTU Doctoral Program | ccalongne@ctuonline.edu
Twitter and Skype: @lyrlobo
Getting Students more involved in classroom presentations and assessing their interest is always part of an educator’s goal. Student Response Systems (SRS), also called audience response systems or more commonly “clickers,” have been around in university lecture halls in one form or another for more than two decades.
A live Skype connection between two schools, one in Plovdiv, Bulgaria and one in London, U.K. enables students to compete on Kahoot:
3rd graders play Kahoot using their mobile phones (BYOD).
The opportunity to compete against students from another country brings enormous enthusiasm in the entire session.
Gamifying the educational experience is the other part, which brings enthusiasm.
http://www.educatorstechnology.com/2016/02/blooms-digital-taxonomy-cheat-sheet-for-teachers.html
Resources for Bloom’s Digital Taxonomy |
iPad Apps | Android Apps | Web Tools | |
Creating | |||
Evaluating |
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Analyzing | |||
Applying | |||
Understanding | |||
Remembering |
Follow the discussion on the LinkedIn ISTE discussion group:
https://www.linkedin.com/groups/2811/2811-6107212405878566913
Similar visual representation in this IMS blog entry:
http://www.slj.com/2015/10/technology/a-librarians-guide-to-oer-in-the-maker-space
OER are teaching, learning, and research resources that reside in the public domain or have been released under an intellectual property license that permits sharing, accessing, repurposing—including for commercial purposes—and collaborating with others. They include educational materials, such as lesson plans, games, textbooks, tests, audio, and video. In addition to being free, these no-cost teaching and learning materials are available online for anyone to use, modify or share with others.This use, reuse, and remixing of instructional materials is a powerful way to gain and share knowledge. Because OER are customizable and flexible, they can be used very effectively to support students to achieve their learning goals.
OER Commons is a digital library where educators can find resources to develop, support and amplify their maker space practices. The site is searchable by subject, grade level or standard. Users can also filter results to include topics, such as activities and labs, games, videos, lesson plans, and interactive tools.
Related blog entry:
https://blog.stcloudstate.edu/ims/2016/02/22/libraries-and-learning/
Also as a LinkedIn discussion: https://www.linkedin.com/groups/4249252/4249252-6101373957234049029
the main value of project-based learning is that it teaches students to ask the right questions. Traditional assignments predefine the information that the students will use. Project-based learning puts students into the position of having to determine what information they need by asking the right questions.
The online environment proves yet another benefit in that it allows for the possibility of creating public results, such as a blog or Wikipedia article. You can also create a class wiki to host the projects. Students are far more invested in work that will be seen by many others than they are in the traditional assignment that is seen by nobody other than the teacher.
Finally, project-based learning constitutes a kind of gamification of learning, and thus has the same benefits that are driving the gamification of education movement. Games allow for short-term failure on the way to a goal without long-term cost, multiple paths to success, and just-in-time information within context of a goal (Gee, 2003; Kiang, 2014).
In November 2015, the Open University released the latest edition of its ‘Innovating Pedagogy’ report, the fourth rendition of an annual educational technology and teaching techniques forecast. While the timelines and publishing interval may remind you of the Horizon Report, the methodology for gathering the trends is different.
The NMC Horizon Team uses a modified Delphi survey approach with a panel of experts.
Based upon a review of previous editions, the report tries to categorize pedagogical innovation into six overarching themes:
“What started as a small set of basic teaching methods (instruction, discovery, inquiry) has been extended to become a profusion of pedagogies and their interactions. So, to try to restore some order, we have examined the previous reports and identified six overarching themes: scale, connectivity, reflection, extension, embodiment, and personalisation.”
Follow these links to blog posts and EdITLib resources to further explore selected trends:
full article can be found here:
Innovating Pedagogy: Which Trends Will Influence Tomorrow’s Teaching and Learning Environments?
Our expert panelists weigh in on education technology to give us their verdict on which approaches to tech-enabled learning will have a major impact, which ones are stagnating and which ones might be better forgotten entirely.
By Greg Thompson 01/12/16
https://thejournal.com/articles/2016/01/12/whats-hot-whats-not-in-2016.aspx
What are the hot devices?
Cameras like the Canon VIXIA, the Sony HDR-MV1 or the Zoom Q4 or Q8 range from $200 to $400. The secret of these small devices is a tradeoff between video flexibility and audio power. With digital-only zoom, these cameras still deliver full HD video (or better) but with limited distance capabilities. In return, the audio quality is unsurpassed by anything short of a professional boom or wireless microphone setup; most of these cameras feature high-end condenser microphone capsules that will make music or interview recordings shine.
The Chromebook is hot. Seventy-two percent of Chromebook sales were education-related purchases in 2014.
The smartphone is hot. Every day, the smartphone becomes less of a “phone” and more of a device for connecting with others via social media, researching information on the Internet, learning with apps and games and recording experiences with photos and videos.
February 8, 2016
12:30 PM – 3:00 PM
Wells Fargo Place, St. Paul, MN – Conference Room 3309
Or via WebEx: https://mnscu.webex.com/mnscu/j.php?MTID=mee30758fc5694b4e192e4f0b8d6780d5
Meeting number: 637 779 556
Meeting password: mnscu_rfp
12:30 PM – 12:40 PM | Introductions and overview of MnSCU Content Authoring Tool pilot project
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12:40 PM – 1:20 PM | Overview of SoftChalk’s product and functionality; highlighting product’s distinctive competencies, general functions such as authoring, publishing, integration with D2L Brightspace or other LMSs
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1:20 PM – 1:40 PM | Addressing of RFP Review Committee Follow-Up Questions (see list below)
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1:40 PM – 2:00 PM | General Q&A |
2:00 PM – 2:20 PM | Demonstration of use by persons with disabilities (how the product works for authors and users with disabilities)
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2:20 PM – 2:40 PM | Exploration of hosting options and security questions follow-up
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2:40 – 3:00 PM | Contracting and cost proposal discussion
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3:00 PM | Adjourn
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