May
2019
Digital Literacy for St. Cloud State University
Before they set foot in their first class, incoming college students face a maze of requirements and resources that will be critical to their success. So-called “student supports” abound. Yet forty percent of first-year students don’t return the following year, and a growing number report information overload as they navigate campus life amid newfound independence.
The nine in 10 undergraduates who own smartphones are probably familiar with the xkcd about it. College-aged Americans check their devices more than 150 times per day. So it should be no surprise that a growing body of research suggests that mobile solutions can play a critical role in enhancing the student experience.
1. Is the mobile app native?
We’ve all had the frustrating experience of using a smartphone to navigate a page that was designed for a computer. But when designing native mobile apps, developers start with the small screen, which leads to simpler, cleaner platforms that get rid of the clutter of the desktop browsing experience.
As smartphones overtake laptops and desktops as the most popular way for young people to get online, native design is critical for universities to embrace.
2. Is there a simple content management system?
It’s also critical to explore whether mobile apps integrate with an institution’s existing LMS, CMS, and academic platforms. The most effective apps will allow you to draw upon and translate existing content and resources directly into the mobile experience.
My note: this is why it is worth experimenting with alternatives to LMS, such as Facebook Groups: they allow ready-to-use SIMPLE mobile interface.
3. Does it allow you to take targeted action?
At-risk or disengaged students often require more targeted communication and engagement which, if used effectively, can prevent them falling into those categories in the first place.
Unlike web-based tools, mobile apps should not only communicate information, but also generate insights and reports, highlighting key information into how students use the platform.
4. Does it offer communication and social networking opportunities?
Teenagers who grew up with chatbots and Snapchat expect instant communication to be part of any online interaction. Instead of making students toggle between the student affairs office and conversations with advisors, mobile platforms that offer in-app messaging can streamline the experience and keep users engaged.
5. Does it empower your staff?
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more on mobile in education in this IMS blog:
https://blog.stcloudstate.edu/ims?s=mobile+education
(please enter your apps of preference)
If you need additional information, pls do not hesitate to contact us
If you have additional informatin and/or experience with any of these apps, pls do share on this blog entry.
http://www.teachthought.com/apps-2/10-apps-for-more-organized-project-based-learning/
App | iOS | Android | Windows | Other |
OmniFocus | y | |||
GoodReader | y | |||
Any.DO To-do List & Task List | y | y | ||
Penultimate | y | |||
Evernote | y | y | ||
Edmodo | y | y | ||
Teach | y | |||
Show Me | y | |||
Educreations Interactive Whiteboard | y | |||
Doodlecast Pro | y | |||
Pixntell | y | y | ||
ScreenChomp | y | |||
Doceri | y | |||
Please check also our old IMS blog postings:
https://blog.stcloudstate.edu/ims/2013/01/29/your-list-of-mobile-apps-for-ipad-andor-android-and-windows/
https://blog.stcloudstate.edu/ims/2013/10/22/7-important-traits-of-a-great-mobile-learning-app/
Teachers on Pinterest – A Great Resource for Teachers ~ Educational Technology and Mobile Learning
http://www.educatorstechnology.com/2013/10/teachers-on-pinterest-great-resource.html
http://www.educatorstechnology.com/2013/11/excellent-videos-explaining-byod-for.html
Bring Your Own Device/Technology is an initiative meant to increase students learning opportunities through technology.
http://www.educatorstechnology.com/
A Resource of educational web tools and mobile apps for teachers and educators
startup JigSpace, which was among the first apps to support ARKit and LiDAR for iPhone augmented reality apps
“Creating and sharing knowledge in 3D should be simple, useful, and delightful. We’re on a mission to unlock the utility of augmented reality at massive scale and bring interactive 3D experiences into everyday life,” said Zac Duff, co-founder and CEO at JigSpace
Compared to the camera effects from Snapchat and Facebook, mobile AR apps built on ARKit from Apple and ARCore from Google haven’t had quite the impact we expected them to when Apple originally announced ARKit.
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more on AR in education in this IMS blog
https://blog.stcloudstate.edu/ims?s=augmented+reality+education
The use of AR/VR in educational settings is on the rise, paving the way for new careers and a workforce trained to embrace technology.
If projections stay on track, the global spending on educational AR/VR is expected to rise from $1.8 billion to $12.6 billion over the next four years.
the International Data Corporation (IDC) released a report indicating that the pandemic has fueled an impressive forecast of worldwide expenditures on AR/VR, which are expected to grow from $12 billion in 2020 to $72.8 billion by 2024.
rom completing spinal surgery to training at a high-tech facility, such as the University of Nebraska Medical Center’s Davis Global Center, which has AR/VR and holographic technologies among its many offerings.
the MIT.nano Immersion Lab, an open-access facility for all MIT students, faculty, researchers and external users.
https://cto.berkeley.edu/innovation/berkeley-changemaker-technology-innovation-grants/vrtutor
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more on immersive in this IMS blog
https://blog.stcloudstate.edu/ims?s=immersive
At NYC Media Lab recent Exploring Future Reality conference, long-time educators including Agnieszka Roginska of New York University and Columbia University’s Steven Feiner pointed to emerging media as a way to improve multi-modal learning for students and train computer systems to understand the world around us.
the Lab has completed dozens of rapid prototyping projects; exhibited hundreds of demos from the corporate, university and entrepreneurship communities; helped new startups make their mark; and hosted three major events, all to explore emerging media technologies and their evolving impact.
Mobile AR
Kiwi enhances learning experiences by encouraging active participation with AR and social media. A student can use their smartphone or tablet to scan physical textbooks and unlock learning assistance tools, like highlighting, note creation and sharing, videos and AR guides—all features that encourage peer-to-peer learning. (my note, as reported at the discussion at the QQLM conference in Crete about Zois Koukopoulos, Dimitrios Koukopoulos Augmented Reality Dissemination and Exploitation Services for Libraries: https://blog.stcloudstate.edu/ims/2018/05/21/measuring-learning-outcomes-of-new-library-initiatives/
Training and simulations for police https://streetsmartsvr.com/
Street Smarts VR is a startup that is working to provide solutions for a major issue facing America’s communities: conflicts between police officers and citizens.
NYC Media Lab recently collaborated with Bloomberg and the augmented reality startup Lampix on a fellowship program to envision the future of learning in the workplace. Lampix technology looks like it sounds: a lamp-like hardware that projects AR capabilities, turning any flat surface into one that can visualize data and present collaborative workflows.
Calling Thunder: The Unsung History of Manhattan, a project that came out of a recent fellowship program with A+E Networks, re-imagines a time before industrialization, when the City we know now was lush with forests, freshwater ponds, and wildlife.
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more on VR and education
https://blog.stcloudstate.edu/ims?s=virtual+reality+education
more on AR in education
https://blog.stcloudstate.edu/ims?s=augmented+reality+education
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more on AR in this IMS blog
https://blog.stcloudstate.edu/ims?s=artificial+intelligence
more on China education in this IMS blog
https://blog.stcloudstate.edu/ims/2018/01/06/chinas-transformation-of-higher-education/