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digitally native need computer help

The Smartphone Generation Needs Computer Help

Young people may be expert social-media and smartphone users, but many lack the digital skills they need for today’s jobs. How can we set them up for success?

https://www.theatlantic.com/sponsored/grow-google-2019/smartphone-generation-computer-help/3127/

Kenneth Cole’s classroom at the Boys & Girls Club of Dane County, located on a quiet residential street in Madison, Wisconsin.

The classes Cole teaches use Grow with Google’s Applied Digital Skills online curriculum.

One day he may lead Club members in a lesson on building digital resumes that can be customized quickly and make job-seeking easier when applying online. Another day they may create a blog. On this particular day, they drew up a budget for an upcoming event using a spreadsheet. For kids who are often glued to their smartphones, these types of digital tasks, surprisingly, can be new experiences.

The vast majority of young Americans have access to a smartphone, and nearly half say they are online “almost constantly.”

But although smartphones can be powerful learning tools when applied productively, these reports of hyperconnectivity and technological proficiency mask a deeper paucity of digital skills. This often-overlooked phenomenon is limiting some young people’s ability—particularly those in rural and low-income communities—to succeed in school and the workplace, where digital skills are increasingly required to collaborate effectively and complete everyday tasks.

According to a survey by Pew Research Center, only 17 percent of Americans are “digitally ready”—that is, confident using digital tools for learning. Meanwhile, in a separate study, American millennials ranked last among a group of their international peers when it came to “problem-solving in technology-rich environments,” such as sending and saving digital information

teach his sophomore pupils the technology skills they need in the workplace, as well as soft skills like teamwork.

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more on digitally native in this IMS blog
https://blog.stcloudstate.edu/ims?s=digitally+native
more on millennials in this IMS blog
https://blog.stcloudstate.edu/ims?s=millennials

Peter Rubin Future Presence

P 4. But all that “disruption,” as people love to collect, is over looking the thing that’s the most disruptive of them all call on the way we relate to each other will never be the same. That’s because of something called presence.
Presence is the absolute foundation of virtual reality, and in VR, it’s the absolute foundation of connection-connection with yourself, with an idea, with another human, even connection with artificial intelligence.
p. 28 VR definition
Virtual reality is an 1. artificial environment that’s 2. immersive enough to convince you that you are 3. actually inside it.
1. ” artificial environment ” could mean just about anything. The photograph is an artificial environment of video game is an artificial environment a Pixar movie is an artificial environment the only thing that matters is that it’s not where are you physically are
p. 44 VR: putting the “it” in “meditation”
my note: it seems Rubin sees the 21st century VR as the equivalent of the drug experimentation in the 1960s US: p. 46 “VR is potentially going to become a direct interface to the subconscious”

p. 74 serious games, Carrie Heeter. p. 49

The default network in the brain in today’s society is the wandering mind. We are ruminating about the past, and we are worrying about the future, or maybe even planning for the future; there is some productive thinking. But in general, a wandering mind is an unhappy mind. And that is where we spent all of our week in time: not being aware of everything that we are experiencing in the moment.
Hester’s Open meditation had already let her to design apps and studies that investigated mediate meditations ability to calm that wandering mind
p. 51 Something called interoception. It is a term that is gaining ground in psychologist circles in recent years and basically means awareness of battle associations-like my noticing the fact that I was sitting awkwardly or that keeping my elbows on the cheers armrests was making my shoulders hunched slightly. Not surprisingly, mindfulness meditation seems to heighten interoception. And that is exactly how Heeter and Allbritton Strep throat the meditation I am doing on Costa Del sole. First, I connect with the environment; then with my body; Dan I combined the two. The combination of the VR and interception leads to what she describes as “embodied presence”: not only do you feel like you are in the VR environment, but because you have consciously work to integrate your bodily Sensations into VR, it is a fuller, more vivid version of presents.

p. 52 guided meditation VR GMVR

p. 56 VVVR visual voice virtual reality

p. 57

Just as the ill-fated google glass immediately stigmatized all its wearers as “glassholes”- a.k.a. “techier-than-thou douche bags who dropped $1500 to see an email notification appear in front of their face”-so to do some VR headset still look like face TVs for another it’s

p. 61 Hedgehog Love
engineering feelings with social presence. p.64 remember presents? This is the beginning of social presence. Mindfulness is cool, but making eye contact with Henry is the first step into the future.

p.65 back in 1992, our friend Carrie heeter posited that presence-the sensation did you are really there in VR-head treat day mentions. There was personal presents, environmental presents, and social presents, which she basically defined is being around other people who register your existence.
p. 66 the idea that emotion can be not a cause, as sweet so often assumed, but a result of it of behavior
p. 72 in chapter 1, we explain the difference between Mobile VR and PC driven PR.  The former is cheaper and easier; all you do is drop your smart phone into a headset, and it provides just about everything can eat. Dedicated VR headsets rely on the stronger processors of desktop PCs and game consoles,So they can provide a more robust sense of presence-usually at the cost of being hit Earth to your computer with cables. (it’s the cost of actual money: dedicated headset systems from hundreds of dollars, while mobile headsets like Samsung’s deer VR or Google’s DayDream View can be had for mere tens of dollars.) There is one other fundamental distinction between mobile VR and high-end VR, though, and that is what you do with your hands-how you input your desires. When VR reemerged in the early 2010s, however, the question of input was open to debate. Actually, more than one debate. p. 73 video game controllers are basically metaphors. Some, like steering wheels or pilot flight sticks, might look like that think they’re supposed to be, but  at their essence they are all just collections of buttons. p. 77 HTC sales small wearable truckers that you can affix to any object, or anybody part, to break it into the Vive’s VR.
p. 78 wait a second – you were talking about storytelling.
p. 79 Every Hollywood studio you can imagine-21st Century Fox, Paramount, Warner Bross.-Has already invested in virtual reality. They have made VR experiences based on their own movies, like interstellar or ghost in the Shell, and they have invested in other VR companies. Hollywood directors like Doug Liman (Edge of Tomorrow) and Robert Stromberg (Maleficent) have taken VR project. And the progress is exhilarating. Alejandro GOnzalez Inarritu, a 4-Time Oscar winner for best director 2014 movie Birdman, won best picture, received this special achievement Academy award in 2017 for a VR Schwartz he made. Yet Carne Y Arena, which puts viewers insight a harrowing journey from Mexico to the United States, is nothing like a movie, or even a video game.

When you premiered at the Cannes film Festival in early 2017, it was housed in an airplane hangar; viewers were a shirt, barefoot, into a room with a sand-covert floor, where they could watch and interact with other people trying to make it over the border. Arrests, detention centers, dehydration-the extremity of the human condition happening all around you. India announcement, the Academy of motion picture arts and sciences called the peas “deeply emotional and physically immersive”

p. 83 empathy versus intimacy. Why good stories need someone else

p. 84 Chris Milk

http://www.thewildernessdowntown.com/

p. 85 empathy vs intimacy: appreciation vs emotion

Both of these words are fuzzy, to say the least. Both have decades of study behind him, but both have also appeared and more magazine covers in just about any words, other than possibly “abs”

Empathy: dear Do it to do identify with and understand dollars, particularly on an emotional level. It involves imagining yourself in the place of another and, therefore, appreciating how do you feel.

Intimacy: a complex sphere of ‘inmost’ relationships with self and others that are not usually minor or incidental (though they may be a transitory) and which usually touch the personal world very deeply. They are our closest relationships with friends, family, children, lovers, but they are also the deep into important experiences we have with self

Empathy necessarily needs to involve other people; intimacy doesn’t. Empathy involves emotional understanding; intimacy involves emotion itself. Empathy, at its base, isn’t act of getting outside yourself: you’re protecting yourself into someone’s else experience, which means that in some ways you are leaving your own experience behind, other than as a reference point. Intimacy, on the other hand, is at its base act of feeling: you might be connecting quit someone or something Else, but you are doing so on the basis of the emotions you feel. p 86. Any type of VR experience perfectly illustrates the surprising gap between empathy and intimacy: life action VR. p. 87 unlike CGI-based storytelling, which full somewhere in between game in movie, live action VR feels much more like the conventional video forms that we are used to from television and movies. Like those media, people have been using VR to shoot everything from narrative fiction to documentary the sports.

Nonny de la Peña Hunger in Los Angeles at Sundance

p. 89 Clouds over Sidra Chris Milk

p. 90 SXSW south by southwest Austin Texas

p. 92 every single story has only one goal at its base: to make you care. This holds true whether it is a tale told around a campfire at night, one related to a sequence of panels in the comic book, or dialogue-heavy narrative of a television show. The story might be trying to make you laugh, or just scare you, or to make you feel sad or happy on behalf of one of the characters, but those are all just forms of caring, right? Your emotional investment-the fact that what kept us in this tale matters to you-is the fundamental aim of the storyteller.

Storytelling, than, has evolved to find ways to draw you out of yourself, to make you forget that what you are hearing or seeing or reading isn’t real. It’s only at that point, after all, that our natural capacity for empathy can kick in. p. 93 meanwhile, technology continues to evolve to detaches from those stories. For one, the frame itself continues to get smaller. Strangers still, this distraction has happened well stories continue to become more and more complex. Narratively, at least, stories are more intricate then the have ever been. p. 94. Now, with VR storytelling, the distracting power of multiple screens his met it’s match.

p. 101 experiencing our lives- together

What videos two cannot do, though, he’s bringing people together insights VR, the way re-McClure’s sinking-multicoloredat-blogs-at-each-other tag-team project is VVVR does. That’s why even V are filmmaking powerhouses like Within ( https://www.with.in/get-the-app) are moving beyond mere documentary and narrative and trying to turn storytelling into a shared experience.

Make no mistake: storytelling has always been a shirt experience. Being conscripted into the story, or even being the story.

https://www.linkedin.com/in/jess-engel-96421010/

https://medium.com/@Within/welcome-jess-aea620df0ca9

p. 103 like so many VR experiences, life of us defies many of the ways we describe a story to each other. For one, it feels at fonts shorter and longer than its actual seven-minutes runtime; although it’s seems to be over in a flash, flash contains so many details that in retrospect it is as full and vivid is a two-our movie.

There is another think, though, that sets life of us apart from so many other stories-it is the fact that not only was I in the story, but someone else was in there with me. In that someone wasn’t a field character talking to a camera that they some calling about it, or a video game creature that was programmed to look in ‘my’ direction, but a real person-a person who saw what I saw, a person who was present for each of those moments and who know is inextricably part of my old, shard-Like memory of them.

p. 107 what to do and what to do it with . How social VR is reinventing everything from game night to online harassment.

Facebook Hires Altspace CEO Eric Romo

p. 110 VR isn’t given Romo’s first bet on the future. When he was finishing up his masters degree in mechanical engineering, a professor emailed him on behalf of two men who were recruiting for a rocket company there were starting. One of those man was a Elon musk, which is how Romo became the 13th employee at space X. Eventually, she started the company focusing go solar energy, but when the bottom fell out of the industry, she shut down the company and looked for his next opportunity. Romo spent the next year and a half researching the technology and thinking about what kind of company might make sense in the new VR enabled world. He had read Snow crash, but he oh soon you get our hopes for DVR future could very well end up like gay themed flying car: defined-and limited-bite an expectation that might not match perfectly which what we actually want.

https://www.amazon.com/Snow-Crash-Neal-Stephenson/dp/1491515058

p. 116 back in the day, trolling just trim forward to pursuing a provocative argument for kicks. Today, the word used to describe the actions of anonymous mobs like the one that, for instance, Rolf actor Leslie Jones off Twitter with an onslaught of racist and sexist abuse. Harassment has become one of the defining characteristics of the Internet is for use it today. But with the emergernce of VR, our social networks have become, quite literally, embodied.

p. 116 https://medium.com/athena-talks/my-first-virtual-reality-sexual-assault-2330410b62ee 

p. 142 increasing memory function by moving from being a voyeur to physically participating in the virtual activity. embodied presence – bringing not just your head into your hands, but your body into VR-strengthens memories in the number of ways.

p. 143 at the beginning of 2017, Facebook fit published some of its. New Ron’s in internal research about the potential of social VR. Neurons INc. The agency measured eye movements, Brain activity, and pools of volunteers who were watching streaming video on smart phones and ultimately discovered that buffering and lag were significantly more stressful than waiting can line it a store, and even slightly more stressful than watching a horror movie.

p. 145 after the VR experience, more than 80% of introverts — is identified by a short survey participants took before hand-wanted to become friends with the person they had chatted with, as opposed to less than 60% of extroverts

p. 149 Rec Room Confidential: the anatomy in evolution of VR friendships

p. 165 reach out and touch someone; haptics, tactile presence and making VR physical.

https://www.digicert.com/ 

VOID: Vision of Infinite Dimensions p. 167

p. 169 the 4-D-effects: steam, cool air, moisture,

p. 170 Copresence

About

https://www.researchgate.net/profile/Shanyang_Zhao

https://www.researchgate.net/publication/2532682_Toward_A_Taxonomy_of_Copresence

https://astro.temple.edu/~bzhao001/Taxonomy_Copresence.pdf

p. 171 Zhao laid out two different criteria. The first was whether or not to people are actually in the same place-basically, are they or their stand-ins physically close enough to be able to communicate without any other tools? To people, she wrote, can either have “physical proximity” or “electronic proximity” the latter being some sort of networked connection. The second criterion was whether each person is corporeally there; in other words, is it their actual flesh-and-blood body? The second condition can have three outcomes: both people can be there corporeally; neither can be there corporeally , instead using some sort of stand in like an avatar or a robot; or just one of them can be there corporeally, with the other using case stent in

“virtual copresence” is when a flesh and blood person interacts physically with a representative of a human; if that sounds confusing, 80 good example is using an ATM call mom where are the ATM is a stent in for a bank teller

p. 172 “hypervirtual copresence,” which involves nonhuman devices that are interacting in the same physical space in a humanlike fashion. social VR does not quite fit into any of this category. Zhao refers to this sort of hybrid as a “synthetic environment” and claims that it is a combination of corporeal https://www.waze.com/telecopresence (like Skyping) and virtual telecopresence(like Waze directions )

p. 172 haptic tactics for tactile aptness

Of the five human senses,  a VR headset ca currently stimulates only to: vision and hearing. That leaves treat others-and while smell and taste me come some day.
P. 174; https://en.wikipedia.org/wiki/Aldous_Huxley Brave New World. tactile “feelies”

p. 175 https://en.wikipedia.org/wiki/A._Michael_Noll, 1971

p. 177 https://www.pcmag.com/review/349966/oculus-touch

p. 178 haptic feedback accessories, gloves. full body suites, p. 179 ultrasonics, low-frequency sound waves.

p. 186 the dating game: how touch changes intimacy.

p. 187 MIT Presence https://www.mitpressjournals.org/loi/pres

p. 186-190 questionnaire for the VRrelax project

p. 195 XXX-chnage program: turning porn back into people

p. 221 where we are going, we don’t need headsets. lets get speculative

p. 225 Magic Leap. p. 227 Magic Leap calls its technology “mixed reality,” claiming that the three dimensional virtual objects it brings into your world are far more advanced than the flat, static overlays of augmented reality. In reality, there is no longer any distinction between the two; in fact, the air are by now so many terms being accused in various ways by various companies that it’s probably worth a quick clarification.

definitions

Virtual reality: the illusion of an all-enveloping artificial world, created by wearing an opaque display in front of your eyes.

augmented reality: Bringing artificial objects into the real world-these can be as simple as a ” heads-up display,” like a speedometer project it onto your car’s windshield, or as complex as seen to be virtual creature woke across your real world leaving room, casting a realistic shadow on the floor

mixed reality: generally speaking, this is synonymous with AR, or eight at least with the part of AR that brings virtual objects into the real world. However, some people prefer “mixed” because they think “augmented” implies that reality isn’t enough.

extended or synthetic reality (XR or SR): all of the above! this are bought catch old terms that encompass the full spectrum of virtual elements individual settings.

p. 228 https://avegant.com/.

Edward Tang:

p. 231 in ten years, we won’t even have smartphone anymore.

p. 229 Eve VR is these come blink toddler, though, AR/MR is a third-trimester fetus: eat may be fully formed book eat is not quite ready to be out in the world yet. The headsets or large, the equipment is far more expensive than VR Anthony in many cases we don’t even know what a consumer product looks like.

p. 235 when 2020 is hindsight: what life in 2028 might actually look like.

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Belamire, J. (2016, October 20). My First Virtual Reality Groping. Athena Talks. https://medium.com/athena-talks/my-first-virtual-reality-sexual-assault-2330410b62ee

Future of Libraries with Instructional Design

Library 2.019 virtual mini-conference, “Shaping the Future of Libraries with Instructional Design

Wednesday, March 13th, from 12:00 – 3:00 pm US Pacific Daylight Time (click https://www.timeanddate.com/worldclock/fixedtime.html?msg=Library+2.019+ID&iso=20190313T12&p1=283&ah=3 to see in your local time zone).

Here are the links to the recordings of the sessions:
https://www.library20.com/page/recordings-id (you must be logged in)

This is a free event, thanks to our founding conference sponsor: School of Information at San José State University.

ATTENDING: We will send links for attending the conference a day or two before the event.

If you have friends or colleagues that wish to attend, this is a free event and we encourage you to share our information widely. However, please send them to the conference registration page (https://www.library20.com/instructionaldesign) rather than giving them the above link directly as it will allow us to track participation.

https://www.library20.com/instructionaldesign

https://www.library20.com/forum/categories/library-2-019-instructional-design-accepted-submissions/listForCategory

#library2019 #libraryid

Dana Bryant

Sandy Hirsch, SJSU School of Information.

Steven Bell, John Shank – integrating ID into practice. blended librarianship.

critical mass of librarians doing ID and libraries hiring IDs.

Michael Flierl
Assistant Professor of Library Science, Purdue University

Dana Bryant
Lead Instructional Technologist for Academic Technology Services, Woodruff Library, at Emory University

Lindsay O’Neill
Faculty, California State University, Fullerton’s Master of Science in Instructional Design and Technology Program

Steven J. Bell (moderator)

Associate University Librarian for Research and Instructional Services at Temple University

https://www.library20.com/page/library-2-0-schedule-gmt-4

What is ID: ID create an environment conductive to students’ success. Thoughtful and applied design. Making faculty and instructors’ life easier. Allow faculty to do what they do best.

Lindsey: solving the instructional problem with the tools at hand.

go-to ed tech? What is the hot tech right now?

Lindsey: H5P (open source) CC – licensed, Moodle, WordPress, build online tutorials for free (Isolde), Norway, well based, VR tours. Will H5P become paid? Michael: cell phones Dana: Emory VoiceThread. From the chat: Articulate365 (pricy), Kahoot, Peardeck, Yellowdig, vidgrid, Adobe Spark, Adobe POst, padlet, Groupme instead of Canvas, Vyond, Coggle, wakelet, Phinx

Suggestions for librarians who want to build ID skills. Dana: connect with the regional community if no ID on campus. Community of practice. Using ID tools, speakers outside of campus. Lindsey: teaching myself what is most interesting to me. what technologies are important. Find a learning community. Michael: repeat the others

keep up to date on ID theory and practices: Dana – ELI, OLC (Online Learning Consortium). ELearning Heroes. Lindsay: corporate word. Michael: POD

the one-shot instruction: what is the approach (q/n from the chat); Dana – ID as a services. person dedicated following up with people requested either ID class or training, open the line of communication. summative evaluation type of activity since we are failing to evaluate how well students absorbed the information. LIndsey: one-shot for basics (e.g. freshman), build scaffold program, reserved the one shot for meeting with librarians, for hands-on. Michael: work with faculty member and rewrite a program, build assessment rather then only deliver

areas of impact: subject matter librarians, working with faculty to use of the library resources, new faculty drawn in info and if not follow up, Canvas support.  Michael: librarians and ID working directly with faculty rewriting their curricula, measure it, demonstrating library need, 3000 students – correlation. document the lib contribution to student learning directly, the teaching-learning culture change. using info and data in more authentic ways. Lindsey: disconnect the way librarian teach vs faculty teach. Coordination scaffolding.

q/n from the chat. easily. how can non ID librarian can easily implement ID type:
Lindsey: new to ID? Google. Jargon and Acronyms. re framing how you see ed technology. technology as something to get the job done. no need to get fancy.
Dana: same as Lindsey. But also learning theories and learning outcomes. From ID perspective: what they will come out with by the end of the session. action words.
Michael: mindset. what students want to learn, before what I will teach. backward design – understanding by design. UDL. Grab a friend and talk through.
Tara

ed tech is not getting job done:
clickers for attendance is horrible idea.

 

from the chat:

Dee Fink’s Taxonomy of Significant Learning1

https://www.byui.edu/outcomes-and-assessment-old/the-basics/step-1-articulate-outcomes/dee-finks-taxonomy-of-significant-learning

https://www.alt.ac.uk/

Association of Talent Development

Christy Tucker’s blog – Experiencing E-Learning

https://www.issotl.com/2019

https://e-learning.zeef.com/tracy.parish

https://www.lib.umich.edu/blogs/tiny-studies/using-pilot-study-test-and-assess-new-instruction-model

http://suny.edu/emtech

I had a really interesting role in grad school where we lived in the land between tech support and pedagogical / design support.

From Rajesh Kumar Das to All panelists and other attendees: (02:38 PM)
Good to hear from mike about affective learning. In this case, could you please focus what kind of technique is approprite for what, i.e. Didactic instruction, a low-complexity teaching technique such as a “Quiz Bowl”, or Jigsaw Method as high-complexity strategy, or both.

From Hailey W. to All panelists and other attendees: (02:36 PM)
As an ID librarian and the campus LMS administrator I struggle with getting them to see that other side of my role. That I’m not just “tech support”. Anyone else? Een jsut not being tech support?

From Vickie Kline to All panelists and other attendees: (02:44 PM)
As a librarian not formally trained in ID, I think a good entry point for exploring is Universal Design for Learning. We also need to pay attention to creating accessibility materials…

From Heather Quintero to All panelists and other attendees: (02:45 PM)
I always start with ADDIE… I am formally trained in ID and am an IT trainer for librarians. ADDIE is a framework for every class I make for both live and online classes. Don’t disregard ADDIE.

From Allison Rand to All panelists and other attendees: (02:47 PM)
The Wiggins and McTighe is a great book!

ADDIE Model

From Shane to All panelists and other attendees: (02:48 PM)
++SLIS open-source course on Instructional Design for Library Instruction

From Wendy to All panelists and other attendees: (02:49 PM)
Char Booth’s USER is also a very good model

http://www.modernlearning.com

https://web.mit.edu/jbelcher/www/TEALref/Crouch_Mazur.pdf

From Roberta (Robin) Sullivan to All panelists and other attendees: (02:53 PM)
@Rachel, Peggy, Shane – an open source course is available. Check out the SUNY’s Quality by Design (QbD): Strategies for Effective Teaching and Quality Course Design at: http://suny.edu/qbd This course is available as a facilitated version at least once each semester and as a self-paced non-facilitated version in Blackboard’s CourseSites. After completing the course requirements you can earn a Digital Badge to show your accomplishment.

From Naomi Toftness to All panelists and other attendees: (02:55 PM)
Just heard the terms “deliberate innovation” vs. “desperate innovation” that totally speaks to my situation with wanting to adopt the new cool tech

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BB screenshotSESSION LINK – https://sas.elluminate.com/d.jnlp?sid=2008350&password=LIB2019IDPart7 — If the session link doesn’t work for you, please copy and paste into your browser.

Session Title: Gamifying Instruction: Breakouts and Badges!

Your Name and Title: Dr. Brenda Boyer, Librarian & Instructor

Your Library, School, or Organization Name: Kutztown Sr. High School, Rutgers University

Your Twitter Handle (@name): @bsboyer

Name(s) of Co-Presenter(s): Brenda Boyer

Area of the World from Which You Will Present: Kutztown, PA

Language in Which You Will Present: English

Target Audience: Instructional Design Librarians

Short Session Description: Build engagement for your online library instruction using LMS features, Breakout boxes, and digital badges.

Session Strand (use the “tag”): {Session Strand (use the “tag”):}

Full Session Description: It’s time to amp up your library instruction! Gamifying instruction in research skills such as database usage, advanced searching, & more can increase engagement and drive independent learning for students of all ages. This session will describe how learning management system (LMS) features can be combined with digital microcredentials (i.e. badges) and breakout boxes to gamify instruction that can be otherwise deemed boring (for both the learners and the librarian!).

Link to Conference Site Session Proposal (full URL with http://): https://www.library20.com/forum/topics/gamifying-instruction-breakouts-and-badges

Other Websites / URLs Associated with Your Session:

Your Bio: Dr. Brenda Boyer is a librarian and instructional designer. She has developed online instruction for secondary learners in the Kutztown (PA) School District, as well as for graduate and professional development learners at Wilson College and Rutgers University. She designed and instructs the Rutgers graduate course, Learning Theory, Inquiry, & Instructional Design, and is a frequent presenter at AASL, Internet@Schools. She has published articles in School Library Journal, Teacher Librarian, and School Library Connection.

Email: boyer.brenda@gmail.com

notes from Brenda’s session:

are we getting the job done, is our instruction sticking, what evidence we do have?

differentiate: who is ready to do what” at what skill level? how to bring everybody up to speed?

3 elements of Digital Gamification: leverage LMS (set game levels); how digital badges are paired 3. using digital breakout boxes to push challenge, skills

each chat as prerequisite for the next. prerequisite in LMS. Each game level is module. completed with a quizz. if they pass the quiz, opens challenge.1. what is page (facts about a tool to learn about[ what the tool does, feature, etc.) 2. suppe rshort video tour (3 min max), talk about something unique 3. quick quiz (max 5 q/s from the intro page and video). pass the quiz (100 %) to unlock the challenge level. 4. challenge level. digital breakout box embedded in the LMS. breakout using Google Forms. various locks (words, letter, numbers)

Badges why?

Badgr, Credly, iDoceo

Breakout Boxes

 

 

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SESSION LINK – https://sas.elluminate.com/d.jnlp?sid=2008350&password=LIB2019IDPart8 — If the session link doesn’t work for you, please copy and paste into your browser.

Session Title: Improving Library Tutorials: The Multimedia Design Principles

Your Name and Title: Darlene Aguilar, Instructional Design Librarian

Your Library, School, or Organization Name: Loyola Marymount University

Your Twitter Handle (@name): @DarleneA_ID

Name(s) of Co-Presenter(s):

Area of the World from Which You Will Present: Los Angeles, CA

Language in Which You Will Present: English

Target Audience: Reference and Instruction Librarians, Instructional Designers, Tutorial developers, Academic Librarians

Short Session Description: This session will review Mayer’s (2001) Multimedia Design Principles to help improve instructional modules, tutorials, and videos.

Session Strand (use the “tag”): {Session Strand (use the “tag”):}

Full Session Description: Librarians are creating more online modules, videos, and tutorials to teach information literacy skills. Whether designing instruction online or in-person, research-based instructional methods are required and learning Mayer’s Multimedia Design Principles is the best place to start. In this session, I will review essential prior-knowledge on image types and working memory. I will then show learners how to minimize cognitive overload using these 12 principles: multimedia, spatial contiguity, temporal contiguity, coherence, modality, redundancy, individual differences, signaling, pacing, concepts first, personalization, and human voice.

Link to Conference Site Session Proposal (full URL with http://): https://www.library20.com/forum/topics/improving-library-tutorials-the-multimedia-design-principles

Other Websites / URLs Associated with Your Session: https://linkedin.com/in/darlene-aguilar/

Your Bio: Darlene Aguilar is an Instructional Design Librarian at Loyola Marymount University where she designs and develops video tutorials and online modules on information literacy and library related topics. Additionally, she provides “best practices” training in instructional design to other LMU librarians. She graduated from the University of Southern California with a Master’s in Education for Learning Design and Technology and previously worked at LAUSD for 7 years. She strives to remove learning barriers that are embedded in instruction and curriculum and make learning accessible to all learners.

Email: darlene.aguilar@lmu.edu

notes from Darlene Aguilar session: spacial contiguity, temporal contiguity. Modality: animation + narration better then animation + text, redundancy: animation and narration then animation + narration + text

boolean operators

 

 

instructional design books

4th industrial revolution

Are You Ready For The 4th Industrial Revolution?

Bernard Marr

https://www.linkedin.com/pulse/you-ready-4th-industrial-revolution-bernard-marr/

the Fourth Industrial Revolution, or Industry 4.0. The adoption of cyber-physical systems, the Internet of Things and the Internet of Systems

While in some ways it’s an extension of the computerization of the 3rd Industrial Revolution (Digital Revolution), due to the velocity, scope and systems impact of the changes of the fourth revolution, it is being considered a distinct era. The Fourth Industrial Revolution is disrupting almost every industry in every country and creating massive change in a non-linear way at unprecedented speed.

In his book, The Fourth Industrial Revolution, professor Klaus Schwab, founder and executive chairman of the World Economic Forum, describes the enormous potential for the technologies of the Fourth Industrial Revolution as well as the possible risks.

Our workplaces and organizations are becoming “smarter” and more efficient as machines, and humans start to work together, and we use connected devices to enhance our supply chains and warehouses. The technologies of the Fourth Industrial Revolution might even help us better prepare for natural disasters and potentially also undo some of the damage wrought by previous industrial revolutions.

There might be increased social tensions as a result of the socioeconomic changes brought by the Fourth Industrial Revolution that could create a job market that’s segregated into “low-skill/low-pay” and “high-skill/high-pay” segments.

We need to develop leaders with the skills to manage organizations through these dramatic shifts.

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More on the 4th industrial revolution in this IMS blog
https://blog.stcloudstate.edu/ims?s=industrial+revolution

blockchain fixes

187 Things the Blockchain Is Supposed to Fix

Erin Griffith 

https://www-wired-com.cdn.ampproject.org/c/s/www.wired.com/story/187-things-the-blockchain-is-supposed-to-fix/amp
 
Blockchains, which use advanced cryptography to store information across networks of computers, could eliminate the need for trusted third parties, like banks, in transactions, legal agreements, and other contracts. The most ardent blockchain-heads believe it has the power to reshape the global financial system, and possibly even the internet as we know it.
 
Now, as the technology expands from a fringe hacker toy to legitimate business applications, opportunists have flooded the field. Some of the seekers are mercenaries pitching shady or fraudulent tokens, others are businesses looking to cash in on a hot trend, and still others are true believers in the revolutionary and disruptive powers of distributed networks.
 
Mentions of blockchains and digital currencies on corporate earnings calls doubled in 2017 over the year prior, according to Fortune. Last week at Consensus, the country’s largest blockchain conference, 100 sponsors, including top corporate consulting firms and law firms, hawked their wares.
 
Here is a noncomprehensive list of the ways blockchain promoters say they will change the world. They run the spectrum from industry-specific (a blockchain project designed to increase blockchain adoption) to global ambitions (fixing the global supply chain’s apparent $9 trillion cash flow issue).
 

Things Blockchain Technology Will Fix

  • Bots with nefarious intent
  • Skynet
  • People not taking their medicine
  • Device storage that could be used for bitcoin mining
  • Insurance bureaucracy
  • Electronic health record accessibility
  • Health record storage security
  • Health record portability
  • Marine insurance risk
  • Cancer
  • Earning money on personal data
  • Pensions
  • The burden of car ownership
  • Inability to buy anything with cryptocurrency
  • Better marketplaces for nautical shipping services
  • Better ways to advertise to your friends
  • Better ways to trade forex with your friends
  • Ownership shares in ancient sunken treasures
  • Poverty
  • Complying with Know Your Customer laws
  • Complying with Anti-Money-Laundering laws
  • Complying with securities laws in token sales
  • Censorship
  • A use for QR codes
  • Rewards for buying alcohol by subscription
  • Tracing water supplies
  • Dearth of emergency responders
  • High cost of medical information
  • Improved digital identity authentication
  • Managing real estate workflow
  • International real estate purchases
  • Physical branches for crypto banking
  • Physical branches for crypto exchanges
  • Private equity
  • Venture capital
  • AIDS, also online sales of classic Japanese domestic cars
  • Efficiency and transparency at nonprofits
  • Incorporating local preferences in decentralized banking options
  • Boosting sales for local businesses
  • A digital-only investment bank
  • Containers to transport sensitive pharmaceuticals and food
  • Protecting consumer information on mobile
  • Helping mobile phone users monetize their data
  • Not enough interconnection in the world
  • Complexity and risk in the crypto market
  • Expensive AI research
  • Counterfeit goods
  • Connecting “innovation players” and “knowledge holders”
  • Movie industry’s slow and opaque accounting practices
  • Global supply chain’s $9 trillion cash flow issue
  • Trust in the global supply chain
  • Economic crisis
  • Cash flow problems at small and medium-sized businesses
  • Improving the use of data in the transportation and logistics industries
  • Poverty among African farmers
  • Transparency in the food supply chain
  • Ad fraud
  • Fake news
  • False news
  • Settling payments faster
  • Speeding transactions
  • The unbanked
  • The underbanked
  • The bidding process in art and collectibles markets
  • Assessing the value of collectibles
  • Diamond industry’s high banking and forex fees
  • The illicit diamond trade
  • Availability of digital games
  • Currency for eSports
  • Currency for eSports betting
  • Currency for sports betting
  • Storing scholarly articles
  • Health insurance providers billing processes
  • Currency for healthcare providers
  • Shortage of workers with advanced tech skills
  • Lack of diversity in tech
  • Elder care
  • Rights management for photographers
  • Content rights management
  • Simplifying the logo copyrighting process
  • Ticketing industry’s “prevalent issues”
  • Crowdsourcing for legal dispute resolution
  • Securing financial contracts
  • Paper
  • Automation
  • Control of personal data
  • Control of personal credit data
  • No way to spend crypto
  • Advertising for extended reality environments
  • Human suffering
  • Security for luxury watches
  • Authenticity in cannabis sales
  • Crypto rewards for cannabis-focused social media site
  • Crypto payments for rating cryptoassets
  • Crypto payments for taking surveys, watching videos and clicking links
  • Crypto rewards for video game skills
  • Crypto rewards for time spent playing video games
  • Buying, selling and trading your social media friends
  • Crypto rewards for social media sharing
  • Free mobile data for watching ads
  • Crypto rewards for watching entertainment content
  • Gold-backed cryptocurrency
  • Crypto-backed gold
  • Metals-backed cryptocurrency
  • Precious metals-based cryptocurrency
  • “Tokenizing” real world items
  • Nashville apartment buildings
  • Monaco real estate
  • Financial infrastructure for trading within video games
  • Checking ID for purchases like alcohol
  • “Uber for alcohol” on blockchain
  • Inefficiencies in cargo delivery
  • Branded tokens for merchants to reward customers
  • Fraud and corruption among non-profits
  • Better transparency at non-profits
  • Better transparency around impact investing
  • Bitcoin mining uses too much energy
  • Home appliances mining for bitcoin while not in use
  • Bitcoin mining using hydropower
  • Large corporations’ carbon footprints
  • “Decarbonizing” electricity grids
  • Climate change
  • Trust in governments
  • Trust in corporations
  • Trust in social networks
  • Trust in media
  • Universal billing system for travel industry
  • Decentralized Uber and Lyft
  • Online gambling not fair
  • Online gambling sites take commission
  • Helping retailers hurt by Amazon
  • Online retail fraud
  • Paying for things with your face
  • Streamlining interactions among shoppers, retailers and brands
  • Linking content across computers, tablets and phones
  • Ranking apps by their value
  • Aligning creativity and recognition for content creators
  • Improving payments for artists on Spotify and Pandora
  • Online piracy
  • Improving the technology of the Russian gas industry
  • A blockchain equivalent of Amazon, Groupon and Craigslist
  • Too many non-value-added costs
  • Unregulated prison economies
  • Standardizing the value of advertisements
  • Advertising not transparent enough
  • Old real estate practices
  • Free public information from silos
  • Speeding the rendering of animated movies
  • Selling items for crypto instead of regular money
  • Borders
  • Man-in-the-middle hacks
  • Security sacrifices that come with innovation
  • Scams, fraud and counterfeits
  • Tools to build decentralized apps
  • Blockchain infrastructure
  • Removing barriers separating blockchains
  • Safety in buying and selling blockchain tokens
  • Improving privacy in online file storage
  • ICO projects could benefit from the “wisdom of the crowd”
  • Improving privacy of blockchain
  • Decentralized database for decentralized technologies
  • Improving trust and confidence in blockchain system
  • More cohesive user experiences across blockchain and the cloud
  • Democratizing gold trading
  • Giving investors more control of their assets
  • Simplifying the cryptocurrency transaction process
  • Trading indexes as tokens
  • Improving crypto safekeeping solutions
  • Simplifying ICO investment, trading and cryptocurrency
  • Improving institutional-grade crypto asset management
  • “Painstakingly slow” manual crypto wallet process
  • More open global markets
  • Easier way to invest in real estate
  • Easier way to invest in Swiss real estate
  • Easier way to combine smart contracts with crowdfunded home loans
  • Easier way to borrow against crypto holdings
  • Faster porn industry payment options
  • Lower porn industry payment fees
  • Identifying and verifying users in online dating
  • Improving traditional banking services for crypto world
  • Cryptocurrency based on Game Theory, IBM’s Watson, and other theories
  • Better social network + blockchain + AI + human touch
  • Improving content streaming on the blockchain
  • Supply chain transparency
  • Increasing public sector trust of cryptocurrencies
  • Education around blockchain technology
  • Blockchain not mainstream enough
 
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more on blockchain in this IMS blog
https://blog.stcloudstate.edu/ims?s=blockchain

FCC and netneutrality

https://hackernoon.com/more-than-a-million-pro-repeal-net-neutrality-comments-were-likely-faked-e9f0e3ed36a6

Jeff Kao Data Scientist, Software Engineer, Language Nerd, Biglaw Refugee. jeffykao.com

More than a Million Pro-Repeal Net Neutrality Comments were Likely Faked

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The Federal Communications Commission released a plan on Tuesday to dismantle landmark regulations that ensure equal access to the internet, clearing the way for internet service companies to charge users more to see certain content and to curb access to some websites.

The proposal, made by the F.C.C. chairman, Ajit Pai, is a sweeping repeal of rules put in place by the Obama administration. The rules prohibit high-speed internet service providers, or I.S.P.s, from stopping or slowing down the delivery of websites. They also prevent the companies from charging customers extra fees for high-quality streaming and other services.

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FCC chairman defends net neutrality repeal plan

“All we are simply doing is putting engineers and entrepreneurs, instead of bureaucrats and lawyers, back in charge of the internet,” Pai said on Fox News’s “Fox & Friends,”

Pai on Tuesday confirmed his plan to fully dismantle the Obama-era net neutrality rules, which were approved by the FCC’s previous Democratic majority in 2015. His order would remove bans on blocking and throttling web traffic and allow internet service providers to charge for internet “fast lanes” to consumers. The move sparked a barrage of criticism from Democrats and public interest groups who call it a giveaway to big telecom companies.

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What Everyone Gets Wrong in the Debate Over Net Neutrality

DATE OF PUBLICATION: 06.23.14TIME OF PUBLICATION: 6:30 AM.

The only trouble is that, here in the year 2014, complaints about a fast-lane don’t make much sense. Today, privileged companies—including Google, Facebook, and Netflix—already benefit from what are essentially internet fast lanes, and this has been the case for years. Such web giants—and others—now have direct connections to big ISPs like Comcast and Verizon, and they run dedicated computer servers deep inside these ISPs. In technical lingo, these are known as “peering connections” and “content delivery servers,” and they’re a vital part of the way the internet works.

in today’s world, they don’t address the real issue with the country’s ISPs, and if we spend too much time worried about fast lanes, we could hurt the net’s progress rather than help it.

The real issue is that the Comcasts and Verizons are becoming too big and too powerful. Because every web company has no choice but to go through these ISPs, the Comcasts and the Verizons may eventually have too much freedom to decide how much companies must pay for fast speeds.

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FAKE AMERICANS ARE INFLUENCING THE DEBATE OVER NET NEUTRALITY, SAYS NEW YORK’S ATTORNEY GENERAL

http://www.newsweek.com/bots-influencing-debate-over-net-neutrality-says-new-york-attorney-general-719454
An analysis of the millions of comments conducted by the data company Gravwell in October found that just 17.4 percent of the comments to the FCC on the net neutrality rules came from real people.
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Finley, K. (2017, November 22). Here’s How the End of Net Neutrality Will Change the Internet. WIRED. Retrieved from https://www.wired.com/story/heres-how-the-end-of-net-neutrality-will-change-the-internet/
Because many internet services for mobile devices include limits on data use, the changes will be visible there first. In one dramatic scenario, internet services would begin to resemble cable-TV packages, where subscriptions could be limited to a few dozen sites and services. Or, for big spenders, a few hundred. Fortunately, that’s not a likely scenario. Instead, expect a gradual shift towards subscriptions that provide unlimited access to certain preferred providers while charging extra for everything else.
Even Verizon’s “unlimited” plans impose limits. The company’s cheapest unlimited mobile plan limits video streaming quality to 480p resolution, which is DVD quality, on phones and 720p resolution, the lower tier of HD quality, on tablets. Customers can upgrade to a more expensive plan that enables 720p resolution on phones and 1080p on tablets, but the higher quality 4K video standard is effectively forbidden.
Meanwhile, Comcast customers in 28 states face 1 terabyte data caps. Going over that limit costs subscribers as much as an additional $50 a month. As 4K televisions become more common, more households may hit the limit. That could prompt some to stick with a traditional pay-TV package from Comcast.
Republican FCC Chair Ajit Pai argues that Federal Trade Commission will be able to protect consumers and small business from abuses by internet providers once the agency’s current rules are off the books. But that’s not clear.
The good news is the internet won’t change overnight, if it all. Blake Reid, a clinical professor at Colorado Law, says the big broadband providers will wait to see how the inevitable legal challenges to the new FCC order shakeout. They’ll probably keep an eye on 2018 and even 2020 elections as well.

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

learning educational technology

Three lessons from rigorous research on education technology

Hope seen in “personalized” software for math

http://hechingerreport.org/three-lessons-rigorous-research-education-technology/

an August 2017 working paper, “Education Technology: An Evidence-Based Review,” published by the National Bureau of Economic Research with clear tables on which technology improves learning and which doesn’t.

1. Computers and internet access alone don’t boost learning

Handing out laptops, providing high-speed internet access or buying most other kinds of hardware doesn’t on its own boost academic outcomes. The research shows that student achievement doesn’t rise when kids are using computers more, and it sometimes decreases.

2. Some math software shows promise

math programs such as SimCalc and ASSISTments. One popular program, DreamBox, showed small gains for students, as well. Only one piece of software that taught reading, Intelligent Tutoring for the Structure Strategy (ITSS), showed promise, suggesting that it is possible to create good educational software outside of math, but it’s a lot harder.

One commonality of the software that seems to work is that it somehow “personalizes” instruction. Sometimes students start with a pre-test so the computer can determine what they don’t know and then sends each student the right lessons, or a series of worksheet problems, to help fill in the gaps. Other times, the computer ascertains a student’s gaps as he works through problems and makes mistakes, giving personalized feedback. Teachers also get data reports to help pinpoint where students are struggling.

3. Cheap can be effective 

a study in San Francisco where texts reminded mothers to read to their preschoolers. That boosted children’s literacy scores.

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

trends mobile devices

Report: Google Gaining in U.S. Classrooms, Apple’s iOS Slipping

By Richard Chang 06/21/17

https://thejournal.com/articles/2017/06/21/report-google-gaining-in-u.s.-classrooms-apples-ios-slipping.aspx

some of the findings in Kahoot!’s first-ever EdTrends Report :
Google is gaining a stronghold in United States classrooms, with Chrome OS expanding its presence on school computers, while Apple’s iOS has been on the decline since the first quarter of 2015 among students and teachers.

Chromebook had the highest number of users among teachers (44 percent) and students (46 percent), when they were asked about their top devices used. Google’s Productivity Suite (G Suite or Classroom) was the most widely used productivity suite in U.S. classrooms, with 57 percent saying they used it, compared to 23 percent saying they used Microsoft Office 365.

a majority of educators (more than 60 percent) said the purpose of adopting education technology was to increase student productivity and efficiency. Their key educational priorities for 2017-18 are “to improve student learning and outcomes” (88 percent), and to “better leverage available time and motivate students” (71 percent).

Educators saw the top ed tech trends in the next school year as:

  • Digital platforms for teaching, learning and assessment;
  • Personalized learning;
  • Computational thinking, coding and robotics;
  • Increased understanding of data; and
  • Gamificiation.

Some other key findings in the report include:

  • A majority of U.S. public school educators surveyed said they are challenged with budget restraints and lack of resources when it comes to implementing education technology;
  • A majority of U.S. private school educators said they lack training to understand or adopt new technology;
  • Many public and private school educators said they saw the adoption of “technology for the sake of technology” as a challenge;
  • Educators in California struggle with lack of training and “technology for the sake of technology,” while teachers in Texas struggle with bureaucracy, budget constraints and a lack of resources.

The complete report can be read on the Kahoot! website here. Kahoot! will be at the International Society for Technology in Education (ISTE) conference

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Milwaukee Public Schools to Receive Hotspots, Tablets, Smartphones from Sprint

By Sri Ravipati 06/19/17

https://thejournal.com/articles/2017/06/19/milwaukee-public-schools-to-receive-hotspots-tablets-smartphones-from-sprint.aspx

Milwaukee Public Schools (MPS), will be receiving some tech handouts from Sprint for the 2017-2018 school year. As part of the company’s 1Million Project — which aims to deliver high-speed internet access to 1 million high school students nationwide — more than 2,500 students at 25 MPS high schools will each receive either a hotspot device, tablet or smartphone.

MPS students will be receiving devices that come with 3GB of high-speed LTE data (with unlimited data available at 2G speeds if usage exceeds that amount). Students can keep their device up to four years while they are in high school no cost, according to initiative site. Additionally, devices are equipped with filters to block adult content that cannot be disabled and are Free Children’s Internet Protection Act (CIPA) compliant.

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more about mobile devices in education in this IMS blog
https://blog.stcloudstate.edu/ims?s=mobile+devices

trump netneutrality

Trump’s F.C.C. Pick Quickly Targets Net Neutrality Rules

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more on net neutrality in this IMS blog
https://blog.stcloudstate.edu/ims?s=netneutrality

code4lib

Code4Lib Proposed Preconference Workshops

http://2017.code4lib.org/workshops/proposed-workshops.html

Introduction to functional programming principles, including immutability, higher-order functions, and recursion using the Clojure programming language. This workshop will cover getting started with the Clojure REPL, building programs through function composition, testing, and web-development using ClojureScript.

Proposed by: Sam Popowich

This workshop will do a deep dive into approaches and recommend best practices for customizing Blacklight applications. We will discuss a range of topics, including styling and theming, customizing discovery experiences, and working with Solr.

Proposed by: Chris Beer, Jessie Keck, and Jack Reed

We all encounter failure in our professional lives: failed projects, failed systems, failed organizations. We often think of failure as a negative, but it has intrinsic value — and since it’s inevitable that we’ll eventually experience failure ourselves, it’s important to know how to accept it, how to take lessons from it, and how to grow from it professionally. Fail4Lib, now in its 5th year, is the perennial Code4Lib preconference dedicated to discussing and coming to terms with the failures that we all face in our professional lives. It is a safe space for us to explore failure, to talk about our own experiences with failure, and to encourage enlightened risk taking. The goal of Fail4Lib is for participants to be adept at failing gracefully, so that when we do fail, we do so in a way that moves us forward. This half-day preconference will consist of case studies, round-table discussions, and, for those interested in sharing, lightning talks on failures we’ve dealt with in our own work.

Proposed by: Andreas Orphanides and Bret Davidson

Intro to programming in Ruby on Rails

Proposed by: Carolyn Cole and Laney McGlohon

Amazon Web Services currently offers 58 services ranging from the familiar compute and storage systems to game development and the internet of things. We will focus on the 20-some services that you should be aware of as you move your applications to their cloud.

The morning session will be mostly overview and the afternoon session will be more practical examples and discussion. This could be broken into two sessions.

Proposed by: Cary Gordon, t/b/d, and t/b/d

FOLIO is a library services platform — infrastructure that allows cooperating library apps to share data. This workshop is a hands-on introduction to FOLIO for developers of library apps. In this tutorial you will work with your own Vagrant image through a series of exercises designed to demonstrate how to install an app on the platform and use the data sources and design elements the platform provides.

REQUIREMENTS Laptop (4GB) with Vagrant installed.

Proposed by: Peter Murray

Have an idea for an app? Want to work with FOLIO developers and others in the community on the FOLIO platform to make it happen. Come to this half-day hack-a-thon! Ideas for new developers will be posted in the project Jira, or bring your own concepts and work with others to make them reality.

REQUIREMENTS Laptop (4GB) with Vagrant installed. Attending the FOLIO Tutorial is recommended, but not required.

Proposed by: Peter Murray

Google Apps script is a server-side implementation of JavaScript which supports API calls to Google Services. This can provide an excellent platform for developing simple library applications. The libraries at Georgetown University and the University of Dayton have successfully deployed applications built with Google App Script.

In this workshop, we will step through the various types of applications that can be built with Google Apps Script.
(1) Custom cell formulas
(2) Spreadsheet Add On Functions (menu items, time based triggers)
(3) Google Apps Script as a Web Service
(4) Google Apps Script Add-Ons that can be shared globally or by domain

In this workshop, we will build sample instances of each of these types of applications (wifi-permitting) and spend some time brainstorming additional applications that would be useful for the library community.

Sample Applications: http://georgetown-university-libraries.github.io/#google-sheets

Proposed by: Terry Brady and Craig Boman

Calls to mindfulness and self care can have mixed reception in our field. While some view this important work as navel-gazing or unnecessary, it is integral to being present and avoiding burnout. Often this skewed attention to output comes at the expense of our personal lives, our organizations, our health, our relationships, and our mental well-being. Learning to prioritize self-care is an ongoing project among those who perform emotional labor. While some view the work of mindfulness as self-indulgent, it has proven to keep many on the track of being present and avoiding burnout.*

The purpose of this preconference is to provide a short introduction to self care and mindfulness with practical work we can use regardless of setting. We’ll discuss microaggressions and allyship (microaggressions being the brief and commonplace verbal, behavioral, or environmental indignities that marginalized people of various groups experience daily and allyship referring to the powerful role that individuals from privileged groups can play in supporting marginalized individuals). We will then transition to a modified unconference setting where participants can practice scenarios and learn practical solutions. Each of the presenters has different set of skills and experiences that allow for many techniques and strategies to be explored. Preconference attendees will participate in sessions like “Mentor Speed Dating” where they get to talk to and question potential mentors/mentees. They may be coached through a guided meditation or walked through a calming breathing exercise. For those looking to a more physical space, office yoga and stretching techniques may be shared depending on the outcomes of the unconference interest.

Foundational materials and articles will be shared with the registrants prior to the meeting with the option of further discussion at the workshop. An open access guide to all the resources and readings will be available after the preconference, and people will be encouraged to share additional their tools on a website.

Suggested Hashtag #c4lselfcare

* Abenavoli, R.M., Jennings, P.A., Greenberg, M.T., Harris, A.R., & Katz, D.A. (2013). The protective effects of mindfulness against burnout among educators. Psychology of Education Review, 37(2), 57-69

Proposed by: Carmen Mitchell, Lia Friedman, and Torie Quinonez

In this preconference, participants will be introduced to Virtual Reality uses in library settings, notably, by way of the VR Reading Room. Within the VR Reading Room prototype, users can collaboratively explore digital collections (e.g. HathiTrust) by way of VR headsets. Participants of this workshop will have the opportunity to experience HTC Vive functionality. The system will be setup with a prototype e-book experiment in order to model several VR affordances. Once attendees have been introduced to the HTC Vive hardware and sample project, groups of participants will have an opportunity to further brainstorm novel uses cases.

Proposed by: Jim Hahn

Python[1] has become one of the dominant languages in scientific computing and is used by researchers around the world. Its popularity is due in large part to a rich set of libraries for data analysis like Pandas[2] and NumPy[3] and tools for exploring scientific code like Jupyter notebooks[4]. Join us for this half-day workshop on the basics of using Pandas within a Jupyter notebook. We will cover importing data, selecting and subsetting data, grouping data, and generating simple visualizations. All are welcome, but some familiarity with Python is recommended, e.g. the concepts covered in the Codecademy[5] or Google[6] Python courses.

[1] https://www.python.org/
[2] http://pandas.pydata.org/
[3] http://www.numpy.org/
[4] http://jupyter.org/
[5] https://www.codecademy.com/learn/python
[6] https://developers.google.com/edu/python/

Proposed by: Bret Davidson and Kevin Beswick

Learn about the features and capabilities of Sufia, a Hydra-based repository solution. Attendees will participate in a hand-on demonstration where they deposit content, edit metadata, create collections, and explore access control options. Attendees should bring laptops with Chrome, Firefox, or Safari installed. Please plan on bringing at least one image, document, or other digital content that you’re comfortable uploading and using for demo and experimentation purposes 🙂

Proposed by: Mark Bussey and Justin Coyne

The web can be a trove of openly accessible data, but it is not always readily available in a format that allows it to be downloaded for analysis and reuse. This workshop aims to introduce attendees to web scraping, a technique to automate extracting data from websites.

Part one of the workshop will use browser extensions and web tools to get started with web scraping quickly, give examples where this technique can be useful, and introduce how to use XPath queries to select elements on a page.

Part two will introduce how to write a spider in Python to follow hyperlinks and scrape several web pages using the Scrapy framework. We will conclude with an overview of the legal aspects of web scraping and an open discussion.

You don’t need to be a coder to enjoy this workshop! Anyone wishing to learn web scraping is welcome, although some familiarity with HTML will be helpful. Part two will require some experience with Python, attendees unfamiliar with this language are welcome to stay only for part one and still learn useful web scraping skills!

Proposed by: Thomas Guignard and Kim Pham

Paper prototyping is a low-cost, structured brainstorming technique that uses materials such as paper and pencils to better understand the way users interact with physical, visual, and textual information. It can help us learn how to better think through workflows, space design, and information architecture. Session attendees will learn about the ways low-fidelity prototyping and wireframing can be used to develop ideas, troubleshoot workflows, and improve learning and interaction.

In the first half of the workshop, participants will step through activities in icon design, persona development, and task development. In the second half they will develop a low fidelity prototype and step through a guerilla usability testing process with it.

Proposed by: Ekatarina (Eka) Grguric and Andreas Orphanides

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