Searching for "gen z"

Oculus Rift and Irish students

How Irish Students Use Oculus Rift VR in the Classroom

https://medium.com/gen-z-pop/how-irish-students-use-oculus-rift-vr-in-the-classroom-f8ef64c1bfb9

Derek E. Baird Oct 11, 2017

Shifts in students’ learning style will prompt a shift to active construction of knowledge through mediated immersion.”-Chris Dede

The theory of constructivist-based learningaccording to Dr. Seymour Papert, “is grounded in the idea that people learn by actively constructing new knowledge, rather than having information ‘poured’ into their heads.”

Moreover, constructionism asserts that people learn with particular effectiveness when they are engaged in constructing personally meaningful artifacts (such as computer programs, animations, 3D modeling, creating spatial environments in virtual reality or building robots).”

Technologies like virtual reality, especially for Gen Z students’, provides avenues that allow them to engage in a social, collaborative, and active learning environment.

Virtual reality, especially when combined with powerful storytelling, allows the student to participate in the story, develop empathy to experiences outside their current realm of understanding and allows them to be fully immersed in their own exploration and learning.

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

ethics and AI

Ethik und Künstliche Intelligenz: Die Zeit drängt – wir müssen handeln

8/7/2108 Prof. Dr. theol. habil. Arne Manzeschke

https://www.pcwelt.de/a/ethik-und-ki-die-zeit-draengt-wir-muessen-handeln,3451885

Das Europäische Parlament hat es im vergangenen Jahr ganz drastisch formuliert. Eine neue industrielle Revolution steht an
1954 wurdeUnimate, der erste Industrieroboter , von George Devol entwickelt [1]. Insbesondere in den 1970er Jahren haben viele produzierende Gewerbe eine Roboterisierung ihrer Arbeit erfahren (beispielsweise die Automobil- und Druckindustrie).
Definition eines Industrieroboters in der ISO 8373 (2012) vergegenwärtigt: »Ein Roboter ist ein frei und wieder programmierbarer, multifunktionaler Manipulator mit mindestens drei unabhängigen Achsen, um Materialien, Teile, Werkzeuge oder spezielle Geräte auf programmierten, variablen Bahnen zu bewegen zur Erfüllung der verschiedensten Aufgaben«.

Ethische Überlegungen zu Robotik und Künstlicher Intelligenz

Versucht man sich einen Überblick über die verschiedenen ethischen Probleme zu verschaffen, die mit dem Aufkommen von ›intelligenten‹ und in jeder Hinsicht (Präzision, Geschwindigkeit, Kraft, Kombinatorik und Vernetzung) immer mächtigeren Robotern verbunden sind, so ist es hilfreich, diese Probleme danach zu unterscheiden, ob sie

1. das Vorfeld der Ethik,

2. das bisherige Selbstverständnis menschlicher Subjekte (Anthropologie) oder

3. normative Fragen im Sinne von: »Was sollen wir tun?« betreffen.

Die folgenden Überlegungen geben einen kurzen Aufriss, mit welchen Fragen wir uns jeweils beschäftigen sollten, wie die verschiedenen Fragenkreise zusammenhängen, und woran wir uns in unseren Antworten orientieren können.

Aufgabe der Ethik ist es, solche moralischen Meinungen auf ihre Begründung und Geltung hin zu befragen und so zu einem geschärften ethischen Urteil zu kommen, das idealiter vor der Allgemeinheit moralischer Subjekte verantwortet werden kann und in seiner Umsetzung ein »gelungenes Leben mit und für die Anderen, in gerechten Institutionen« [8] ermöglicht. Das ist eine erste vage Richtungsangabe.

Normative Fragen lassen sich am Ende nur ganz konkret anhand einer bestimmten Situation bearbeiten. Entsprechend liefert die Ethik hier keine pauschalen Urteile wie: »Roboter sind gut/schlecht«, »Künstliche Intelligenz dient dem guten Leben/ist dem guten Leben abträglich«.

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more on Artificial Intelligence in this IMS blog
https://blog.stcloudstate.edu/ims?s=artifical+intelligence

social media engage students

Social media, digital tools needed to engage Gen Z students

https://www.educationdive.com/news/social-media-digital-tools-needed-to-engage-gen-z-students/529403/

Colleges are increasingly using social media and other digital techniques to work with a new generation of students who want authentic connections to help them feel less isolated, as well as structures to support​ an efficient and driven job search and their desire to change the world,according to The New York Times.

International Conference on Learning Athens Greece

Twenty-fifth International Conference on Learning

2018 Special Focus: Education in a Time of Austerity and Social Turbulence  21–23 June 2018 University of Athens, Athens, Greece http://thelearner.com/2018-conference

Theme 8: Technologies in Learning

  • Technology and human values: learning through and about technology
  • Crossing the digital divide: access to learning in, and about, the digital world
  • New tools for learning: online digitally mediated learning
  • Virtual worlds, virtual classrooms: interactive, self-paced and autonomous learning
  • Ubiquitous learning: using the affordances of the new mediaDistance learning: reducing the distance

Theme 9: Literacies Learning

  • Defining new literacies
  • Languages of power: literacy’s role in social access
  • Instructional responses to individual differences in literacy learning
  • The visual and the verbal: Multiliteracies and multimodal communications
  • Literacy in learning: language in learning across the subject areas
  • The changing role of libraries in literacies learning
  • Languages education and second language learning
  • Multilingual learning for a multicultural world
  • The arts and design in multimodal learning
  • The computer, internet, and digital media: educational challenges and responses

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PROPOSAL: Paper presentation in a Themed Session

Title

Virtual Reality and Gamification in the Educational Process: The Experience from an Academic Library

short description

VR, AR and Mixed Reality, as well as gaming and gamification are proposed as sandbox opportunity to transition from a lecture-type instruction to constructivist-based methods.

long description

The NMC New Horizon Report 2017 predicts a rapid application of Video360 in K12. Millennials are leaving college, Gen Z students are our next patrons. Higher Education needs to meet its new students on “their playground.” A collaboration by a librarian and VR specialist is testing the opportunities to apply 360 degree movies and VR in academic library orientation. The team seeks to bank on the inheriting interest of young patrons toward these technologies and their inextricable part of a rapidly becoming traditional gaming environment. A “low-end,” inexpensive and more mobile Google Cardboard solution was preferred to HTC Vive, Microsoft HoloLens or comparable hi-end VR, AR and mixed reality products.

The team relies on the constructivist theory of assisting students in building their knowledge in their own pace and on their own terms, rather than being lectured and/or being guided by a librarian during a traditional library orientation tour. Using inexpensive Google Cardboard goggles, students can explore a realistic set up of the actual library and familiarize themselves with its services. Students were polled on the effectiveness of such approach as well as on their inclination to entertain more comprehensive version of library orientation. Based on the lessons from this experiment, the team intends to pursue also a standardized approach to introducing VR to other campus services, thus bringing down further the cost of VR projects on campus. The project is considered a sandbox for academic instruction across campus. The same concept can be applied for [e.g., Chemistry, Physics, Biology) lab tours; for classes, which anticipate preliminary orientation process.

Following the VR orientation, the traditional students’ library instruction, usually conducted in a room, is replaced by a dynamic gamified library instruction. Students are split in groups of three and conduct a “scavenger hunt”; students use a jQuery-generated Web site on their mobile devices to advance through “hoops” of standard information literacy test. E.g., they need to walk to the Reference Desk, collect specific information and log their findings in the Web site. The idea follows the strong interest in the educational world toward gaming and gamification of the educational process. This library orientation approach applies the three principles for gamification: empowers learners; teaches problem solving and increases understanding.
Similarly to the experience with VR for library orientation, this library instruction process is used as a sandbox and has been successfully replicated by other instructors in their classes.

Keywords

academic library

literacies learning

digitally mediated learning

 

topics for IM260

proposed topics for IM 260 class

  • Media literacy. Differentiated instruction. Media literacy guide.
    Fake news as part of media literacy. Visual literacy as part of media literacy. Media literacy as part of digital citizenship.
  • Web design / web development
    the roles of HTML5, CSS, Java Script, PHP, Bootstrap, JQuery, React and other scripting languages and libraries. Heat maps and other usability issues; website content strategy. THE MODEL-VIEW-CONTROLLER (MVC) design pattern
  • Social media for institutional use. Digital Curation. Social Media algorithms. Etiquette Ethics. Mastodon
    I hosted a LITA webinar in the fall of 2016 (four weeks); I can accommodate any information from that webinar for the use of the IM students
  • OER and instructional designer’s assistance to book creators.
    I can cover both the “library part” (“free” OER, copyright issues etc) and the support / creative part of an OER book / textbook
  • Big Data.” Data visualization. Large scale visualization. Text encoding. Analytics, Data mining. Unizin. Python, R in academia.
    I can introduce the students to the large idea of Big Data and its importance in lieu of the upcoming IoT, but also departmentalize its importance for academia, business, etc. From infographics to heavy duty visualization (Primo X-Services API. JSON, Flask).
  • NetNeutrality, Digital Darwinism, Internet economy and the role of your professional in such environment
    I can introduce students to the issues, if not familiar and / or lead a discussion on a rather controversial topic
  • Digital assessment. Digital Assessment literacy.
    I can introduce students to tools, how to evaluate and select tools and their pedagogical implications
  • Wikipedia
    a hands-on exercise on working with Wikipedia. After the session, students will be able to create Wikipedia entries thus knowing intimately the process of Wikipedia and its information.
  • Effective presentations. Tools, methods, concepts and theories (cognitive load). Presentations in the era of VR, AR and mixed reality. Unity.
    I can facilitate a discussion among experts (your students) on selection of tools and their didactically sound use to convey information. I can supplement the discussion with my own findings and conclusions.
  • eConferencing. Tools and methods
    I can facilitate a discussion among your students on selection of tools and comparison. Discussion about the their future and their place in an increasing online learning environment
  • Digital Storytelling. Immersive Storytelling. The Moth. Twine. Transmedia Storytelling
    I am teaching a LIB 490/590 Digital Storytelling class. I can adapt any information from that class to the use of IM students
  • VR, AR, Mixed Reality.
    besides Mark Gill, I can facilitate a discussion, which goes beyond hardware and brands, but expand on the implications for academia and corporate education / world
  • IoT , Arduino, Raspberry PI. Industry 4.0
  • Instructional design. ID2ID
    I can facilitate a discussion based on the Educause suggestions about the profession’s development
  • Microcredentialing in academia and corporate world. Blockchain
  • IT in K12. How to evaluate; prioritize; select. obsolete trends in 21 century schools. K12 mobile learning
  • Podcasting: past, present, future. Beautiful Audio Editor.
    a definition of podcasting and delineation of similar activities; advantages and disadvantages.
  • Digital, Blended (Hybrid), Online teaching and learning: facilitation. Methods and techniques. Proctoring. Online students’ expectations. Faculty support. Asynch. Blended Synchronous Learning Environment
  • Gender, race and age in education. Digital divide. Xennials, Millennials and Gen Z. generational approach to teaching and learning. Young vs old Millennials. Millennial employees.
  • Privacy, [cyber]security, surveillance. K12 cyberincidents. Hackers.
  • Gaming and gamification. Appsmashing. Gradecraft
  • Lecture capture, course capture.
  • Bibliometrics, altmetrics
  • Technology and cheating, academic dishonest, plagiarism, copyright.

IM554 discussion on GBL

IM554 discussion on Game Based Learning

Here is the “literature”:
https://blog.stcloudstate.edu/ims/2015/03/19/recommendations-for-games-and-gaming-at-lrs/
this link reflects my recommendations to the SCSU library, based on my research and my publication: http://scsu.mn/1F008Re

Here are also Slideshare shows from conferences’ presentations on the topic:

https://www.slideshare.net/aidemoreto/gamification-and-byox-in-academic-libraries-low-end-practical-approach

https://www.slideshare.net/aidemoreto/gaming-and-gamification-in-academic-and-library-settings

Topic :Gaming and Gamification in Academic Settings

  1. Intro: why is it important to discuss this trend
    1. The fabric of the current K12 and higher ed students: Millennials and Gen Z
    2. The pedagogical theories and namely constructivism
      1. Csikszentmihalyi’s “flow” concept (being in the zone)
      2. Active learning
      3. Sociocultural Theory
      4. Project-Based Learning
    3. The general milieu of increasing technology presence, particularly of gaming environment
    4. The New Media Consortium and the Horizon Report

Discussion: Are the presented reasons sufficient to justify a profound restructure of curricula and learning spaces?

  1. Definition and delineation
    1. Games
    2. Serious Games
    3. Gamification
    4. Game-based learning
    5. Digital game-based learning
    6. Games versus gamification
    7. Simulations, the new technological trends such as human-computer interaction (HCI) such as augmented reality (AR),virtual reality (VR) and mixed reality (MR) (https://blog.stcloudstate.edu/ims/2017/02/22/virtual-augmented-mixed-reality/ )

Discussion: Is there a way to build a simpler but comprehensive structure/definition to encompass the process of gaming and gamification in education?

  1. Gaming and Gamification
    1. Pros
    2. Cons
    3. Debates

Discussion: Which side are you on and why?

  1. Gaming and Gamification and BYOD (or BYOx)
    1. gaming consoles versus gaming over wi-fi
    2. gaming using mobile devices instead of consoles
    3. human-computer interaction (HCI) such as augmented reality (AR),virtual reality (VR) and mixed reality (MR) (https://blog.stcloudstate.edu/ims/2017/02/22/virtual-augmented-mixed-reality/ )

Discussion: do you see a trend to suggest that either one or the other will prevail? Convergence?

  1. Gaming in Education
    1. student motivation, student-centered learning, personalized learning
    2. continued practice, clear goals and immediate feedback
    3. project-based learning, Minecraft and SimCity EDU
    4. Gamification of learning versus learning with games
    5. organizations to promote gaming and gamification in education (p. 6 http://scsu.mn/1F008Re)
    6. the “chocolate-covered broccoli” problem

Discussion: why gaming and gamification is not accepted in a higher rate? what are the hurdles to enable greater faster acceptance? What do you think, you can do to accelerate this process?

  1. Gaming in an academic library
    1. why the academic library? sandbox for experimentation
    2. the connection between digital literacy and gaming and gamificiation
    3. Gilchrist and Zald’s model for instruction design through assessment
    4. the new type of library instruction:
      in house versus out-of-the box games. Gamification of the process
      http://web.stcloudstate.edu/pmiltenoff/bi/

Discussion: based on the example (http://web.stcloudstate.edu/pmiltenoff/bi/), how do you see transforming academic library services to meet the demands of 21st century education?

  1. Gaming, gamification and assessment (badges)
    1. inability of current assessments to evaluate games as part of the learning process
    2. “microcredentialing” through digital badges
    3. Mozilla Open Badges and Badgestack
    4. leaderboards

Discussion: How do you see a transition from the traditional assessment to a new and more flexible academic assessment?

Internet connection at SCSU

802.11AC

http://en.wikipedia.org/wiki/IEEE_802.11ac

The Answer to Meeting Challenging Wireless Needs on Campus: 802.11AC

Campus Technology Whitepaper

Dear Plamen,

In the mobile era we live in, your students expect more from their institution’s wireless capabilities.

In this informative whitepaper, you’ll learn how deploying the first wireless standard (802.11 AC) where the speed of wireless is faster than a wired connection can empower your institution to meet the growing, technology driven landscape of today’s higher education environment.

My Note: Campuses are gearing up to the challenges of the Millennials and Gen Z. So do, allegedly, the SCSU IT. BOYD is now a term, which (finally, after 3 years of IMS proposing it to CETL) is waved forth and back at the SCSU campus in a lipservice attempt to convince stakeholders and public how much SCSU is with the times.

Once details transpire, however, one can see that 802.11AC allows 1GB connection and for the last 15 years, the SCSU IT never made it transparent (discussion? forget it), when 1 GB LAN will come to the campus. How can SCSU IT wave the BYOD flag, if older and more important issues are not resolved? Even if they are resolved, how does SCSU IT expect faculty to embrace the technology, if it is sold by the IT people? The sound pedagogical approach to new technologies must be done by faculty not by IT folks.

In order for BYOD, for that matter any other technology on campus to work (work means to a very large degree “accepted by educators,” the second most important stakeholder after the students – faculty – must be on board. Are they really on board controlled and dimmed by the SCSU IT?

snapchat and education

The author erroneously focuses on Snapchat as a service and university administration, monitoring and censorship; it is a basic issue of education. Educating the Millennials and Gen Z about privacy, netiquette and digital humanity.

Education is about letting students explore, fail, learn from their failure and improve. #FinlandPhenomenon

Temporary Messages, Lasting Impact

https://www.insidehighered.com/news/2015/02/27/monitoring-student-behavior-snapchat-next-impossible-administrators-say

From the responses under the article:

OccupareVeritas

Still trying to understand the academy’s apparent obsession with monitoring and controlling/influencing every possible aspect of student and faculty behavior, on and off campus. Sometimes I can’t decide if it’s kind of a Stalinist control thing, a guy in the back of a windowless van thing, or some kind of extension of a juvenile obsession with everyone’s behavior but your own. That someone complains does not automatically suggest that someone must “do something,” particularly when “doing something” is often prohibited by law to begin with (in the case of administrators and the university).

 

information literacy and social media

library approach to information literacy. or WHAT IS information literacy?

is it the 90-ish notion of standing up in front of bored class and lecturing them how important is to use the online databases, which the university subscribe for

52% of teens use YouTube or other Social Media sites for a typical research assignment in school:

slide 29 out of 56:

some_text
http://image.slidesharecdn.com/generationzfinaljune17-140617085136-phpapp01/95/meet-generation-z-forget-everything-you-learned-about-millennials-29-638.jpg

Infographic from:

http://www.adweek.com/news/advertising-branding/gen-z-infographic-can-help-marketers-get-wise-future-159642

Should information literacy be about digital literacy? Geo-spatial knowledge?

some_text

Should information literacy include videos? Games?

Should information literacy be multiliteracy? Transliteracy?
https://blog.stcloudstate.edu/ims/2014/11/27/scholarly-communication-and-information-literacy/

This is what Gen Z will expect from information literacy in particular, from library and education in general:
https://www.youtube.com/watch?feature=player_detailpage&v=h11u3vtcpaY#t=314

 

The Overworked Bachelor’s Degree Needs a Makeover

The Overworked Bachelor’s Degree Needs a Makeover

http://m.chronicle.com/article/The-Overworked-Bachelors/147105

see also our blog post: Generation Z – the time of emojis approaching
Advanced college degrees are less important to them. 64% of Gen Z-ers are considering an advanced college degree, compared to 71% of millennials.
http://www.businessinsider.com/generation-z-spending-habits-2014-6#ixzz35nFL8oRS

What’s desperately needed is a bachelor’s-degree makeover, one that isolates the liberal-arts education everyone needs in a fast-changing global economy and is flexible enough to accommodate the demand for skills training throughout one’s life.

 

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