Searching for "soft skills"

personalized learning

Personalized Learning: What It Really Is and Why It Really Matters

 and 

Personalized Learning: What It Really Is and Why It Really Matters

The following is a re-post from a 2016 EDUCAUSE Review article of ours with minor updates.

(1) the circumstances under which personalized learning can help students and

(2) the best way to evaluate the real educational value for products that are marketed under the personalized learning banner.

The most descriptive label we could come up with for the practices that the two of us have observed in our school visits might be undepersonalized teaching.

The most stereotypical depersonalized teaching experience is the large lecture class, but there are many other situations in which teachers do not connect with individual students and/or meet the students’ specific needs. For example, even a small class might contain students with a wide-enough range of skills, aptitudes, and needs that the teacher cannot possibly serve them all equally well. Or a student may have needs (or aptitudes) that the teacher simply doesn’t get an opportunity to see within the amount of contact time that the class allows. The truth is that students fall through the cracks all the time, even in the best classes taught by the best teachers. Failing a course is the most visible evidence, but more often students drift through the class and earn a passing grade—maybe even a good grade—without getting any lasting educational benefit.

personalized learning as a practice rather than a product

Technology then becomes an enabler for increasing meaningful personal contact. In our observations, we have seen three main technology-enabled strategies for lowering classroom barriers to one-on-one teacher/student (and student/student) interactions:

  1. Moving content broadcast out of the classroom: Even in relatively small classes, a lot of class time can be taken up with content broadcast such as lectures and announcements. Personalized learning strategies often try to move as much broadcast out of class time as possible in order to make room for more conversation. This strategy is sometimes called “flipping” because it is commonly accomplished by having the teacher record the lectures they would normally give in class and assign the lecture videos as homework,
  2. Turning homework time into contact time: In a traditional class, much of the work that the students do is invisible to the teacher. For some aspects, such as homework problems, teachers can observe the results but are often severely limited by time constraints.Personalized learning approaches often allow the teacher to observe the students’ work in digital products, so that there is more opportunity to coach students.
  3. Providing tutoring: Sometimes students get stuck in problem areas that don’t require help from a skilled human instructor. Although software isn’t good at teaching everything, it can be good at teaching some things. Personalized learning approaches can offload the tutoring for those topics to adaptive learning software that gives students interactive feedback while also turning the students’ work into contact time by making it observable to the teacher at a glance through analytics.

 

personalized learning

In the business world, an analogous initiative might be called “business process redesign.” Emphasis is on process. The primary question being asked is, “What is the most effective way to accomplish the goal?” The redesigned process may well need software, but it is the process itself that matters. In personalized learning, the process we are redesigning is that of teaching individual students what they need to learn from a class as effectively as possible (though we can easily imagine applying the same kind of exercise to improving advising, course registration, or any other important function).

Self-Regulated Learning

Students in the course spend part of their class time in a computer lab, working at their own pace through an adaptive learning math program. Students who already know much of the content can move through it quickly, giving them more time to master the concepts that they have yet to learn. Students who have more to learn can take their time and get tutoring and reinforcement from the software. Teachers, now freed from the task of lecturing, roam the room and give individual attention to those students who need it. They can also see how students are doing, individually and as a class, through the software’s analytics. But the course has another critical component that takes place outside the computer lab, separate from the technology. Every week, the teachers meet with the students to discuss learning goals and strategies. Students review the goals they set the previous week, discuss their progress toward those goals, evaluate whether the strategies they used helped them, and develop new goals for the next week.

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more on personalized learning
https://blog.stcloudstate.edu/ims?s=personalized+learning

Python or R at SCSU

Dear Colleagues,

Software Carpentry (https://software-carpentry.org/about/) is coming to SCSU campus.

Want to learn basic computer programming skills specifically tailored for academia?
Please consider a FREE two-day workshop on either on Python or on R.

Python is a programming language that is simple, easy to learn for beginners and experienced programmers, and emphasizes readability. At the same time, it comes with lots of modules and packages to add to your programs when you need more sophistication. Whether you need to perform data analysis, graphing, or develop a network application, or just want to have a nice calculator that remembers all your formulas and constants, Python can do it with elegance. https://www.python.org/about/

R (RStudio) is a language and environment for statistical computing and graphics. R provides a wide variety of statistical and graphical techniques. R can produce well-designed publication-quality plots, including mathematical symbols and formulae. https://www.r-project.org/about.html

Both software packages are free and operate on MS Windows, MAC/Apple and GNU/Linux OS.
Besides seamless installation on your personal computer, you can access both software in SCSU computer labs or via SCSU AppsAnywhere.

https://appsanywhere.stcloudstate.edu/vpn/index.html

In an effort to accommodate as many faculty as possible, please indicate whether you want Python or R and check your availability using these Doodle polls:

Python

https://doodle.com/poll/fgf7mn5mze9knaps

R

https://doodle.com/poll/mzirw2nc4kfv9whs

Questions? Suggestions? Please do not hesitate to ask:

zliu@stcloudstate.edu
pmiltenoff@stcloudstate.edu

For more information:
https://blog.stcloudstate.edu/imshttps://blog.stcloudstate.edu/ims/2018/02/16/python-or-r-at-scsu/
https://www.facebook.com/InforMediaServices/
https://twitter.com/SCSUtechinstruc?lang=en  #SoftwareCarpentry

 

need K12 higher ed partnership

Pew survey highlights need for K-12, university partnerships in STEM promotion

https://www.educationdive.com/news/pew-survey-highlights-need-for-k-12-university-partnerships-in-stem-promot/515191/

atlani Jan. 21, 2018

a Pew Research Center survey:

a 2017 survey of 11,500 girls across 12 European countries commissioned by Microsoft found 60% of respondents said they would feel more confident pursuing a STEM career if they thought men and women were being treated equally in those fields.

To increase access to the field and broaden the pipeline, institutions can ratchet up their STEM game by teaming up with K-12 and industry partners,

digital humanities

7 Things You Should Know About Digital Humanities

Published:   Briefs, Case Studies, Papers, Reports  

https://library.educause.edu/resources/2017/11/7-things-you-should-know-about-digital-humanities

Lippincott, J., Spiro, L., Rugg, A., Sipher, J., & Well, C. (2017). Seven Things You Should Know About Digital Humanities (ELI 7 Things You Should Know). Retrieved from https://library.educause.edu/~/media/files/library/2017/11/eli7150.pdf

definition

The term “digital humanities” can refer to research and instruction that is about information technology or that uses IT. By applying technologies in new ways, the tools and methodologies of digital humanities open new avenues of inquiry and scholarly production. Digital humanities applies computational capabilities to humanistic questions, offering new pathways for scholars to conduct research and to create and publish scholarship. Digital humanities provides promising new channels for learners and will continue to influence the ways in which we think about and evolve technology toward better and more humanistic ends.

As defined by Johanna Drucker and colleagues at UCLA, the digital humanities is “work at the intersection of digital technology and humanities disciplines.” An EDUCAUSE/CNI working group framed the digital humanities as “the application and/or development of digital tools and resources to enable researchers to address questions and perform new types of analyses in the humanities disciplines,” and the NEH Office of Digital Humanities says digital humanities “explore how to harness new technology for thumanities research as well as those that study digital culture from a humanistic perspective.” Beyond blending the digital with the humanities, there is an intentionality about combining the two that defines it.

digital humanities can include

  • creating digital texts or data sets;
  • cleaning, organizing, and tagging those data sets;
  • applying computer-based methodologies to analyze them;
  • and making claims and creating visualizations that explain new findings from those analyses.

Scholars might reflect on

  • how the digital form of the data is organized,
  • how analysis is conducted/reproduced, and
  • how claims visualized in digital form may embody assumptions or biases.

Digital humanities can enrich pedagogy as well, such as when a student uses visualized data to study voter patterns or conducts data-driven analyses of works of literature.

Digital humanities usually involves work by teams in collaborative spaces or centers. Team members might include

  • researchers and faculty from multiple disciplines,
  • graduate students,
  • librarians,
  • instructional technologists,
  • data scientists and preservation experts,
  • technologists with expertise in critical computing and computing methods, and undergraduates

projects:

downsides

  • some disciplinary associations, including the Modern Language Association and the American Historical Association, have developed guidelines for evaluating digital proj- ects, many institutions have yet to define how work in digital humanities fits into considerations for tenure and promotion
  • Because large projects are often developed with external funding that is not readily replaced by institutional funds when the grant ends sustainability is a concern. Doing digital humanities well requires access to expertise in methodologies and tools such as GIS, mod- eling, programming, and data visualization that can be expensive for a single institution to obtain
  • Resistance to learning new tech- nologies can be another roadblock, as can the propensity of many humanists to resist working in teams. While some institutions have recognized the need for institutional infrastructure (computation and storage, equipment, software, and expertise), many have not yet incorporated such support into ongoing budgets.

Opportunities for undergraduate involvement in research, provid ing students with workplace skills such as data management, visualization, coding, and modeling. Digital humanities provides new insights into policy-making in areas such as social media, demo- graphics, and new means of engaging with popular culture and understanding past cultures. Evolution in this area will continue to build connections between the humanities and other disci- plines, cross-pollinating research and education in areas like med- icine and environmental studies. Insights about digital humanities itself will drive innovation in pedagogy and expand our conceptualization of classrooms and labs

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

digital access to nonprint collections

Digital Access to Non-Print Collections

University libraries have held collections of books and printed material throughout their existence and continue to be perceived as repositories for physical collections.  Other non-print specialized collections of interest have been held in various departments on campus such as Anthropology, Art, and Biology due to the unique needs of the collections and their usage.  With the advent of electronic media, it becomes possible to store these non-print collections in a central place, such as the Libray.

The skills needed to curate artifacts from an archeological excavation, biological specimens from various life forms, and sculpture work are very different, making it difficult for smaller university libraries to properly hold, curate, and make available such collections.  In addition, faculty in the various departments tend to want those collections near their coursework and research, so it can be readily available to students and researchers. With the expansion of online learning, the need for such availability becomes increasingly pronounced.

With the advent of 3 dimensional (3D) scanners, it has become possible for a smaller library to hold digital representations of these collections in an archive that can be curated from the various departments by experts in the discipline.  The Library can then make the digital representations available to other researchers, students, and the public through kiosks in the Library or via the Internet.  Current methods to scan and store an artifact in 3Dstill require expertise not often found in a Library.

We propose to use existing technology to build an easy-to-use system to scan smaller artifacts in 3D.  The project will include purchase and installation of a workstation in the Library where the artifact collection can be accessed using a large touch-screen monitor, and a portable, easy-to-use 3D scanning station.  Curators of collections from various departments on the St. Cloud State University campus can check out the scanning station, connect to power and Internet where the collection is located, and scan their collection into the libraries digital archives, making the collection easily available to students, other researchers and the public.

The project would include assembly of two workstations previously mentioned and potentially develop the robotic scanner.  Software would be produced to automate the workflow from the scanner to archiving the digital representation and then make the collection available on the Internet.

This project would be a collaboration between the St. Cloud State University Library (https://www.stcloudstate.edu/library/  and  Visualization Laboratory (https://www.facebook.com/SCSUVizLab/). The project would use the expertise and services of the St. Cloud State Visualization Laboratory.  Dr. Plamen Miltenoff, a faculty with the Library will coordinate the Library initiatives related to the use of the 3D scanner. Mark Gill, Visualization Engineer, and Dr. Mark Petzold, Associate Professor of Electrical and Computer Engineering will lead a group of students in developing the software to automate the scanning, storage, and retrieval of the 3D models.  The Visualization Lab has already had success in 3D scanning objects for other departments and in creating interactive displays allowing retrieval of various digital content, including 3D scanned objects such animal skulls and video. A collaboration between the Library, VizLab and the Center for Teaching and Learning (, https://www.stcloudstate.edu/teaching/) will enable campus faculty to overcome technical and financial obstacles. It will promote the VizLab across campus, while sharing its technical resources with the Library and making those resources widely available across campus. Such work across silos will expose the necessity (if any) of standardization and will help faculty embrace stronger collaborative practices as well as spur the process of reproduction of best practices across disciplines.

Budget:

Hardware Cost
42” Touch Screen Monitor $2200
Monitor Mount $400
2 Computer Workstations $5000
Installation $500
Cart for Mobile 3D Scanner $1000
3D Scanner (either purchase or develop in-house) $2000
Total $11100

 

The budget covers two computer workstations.  One will be installed in the library as a way to access the digital catalog, and will include a 42 inch touch screen monitor mounted to a wall or stand.  This installation will provide students a way to interact with the models in a more natural way.  The second workstation would be mounted on a mobile cart and connected to the 3D scanner.  This would allow collection curators from different parts of campus to check out the scanner and scan their collections.  The ability to bring the scanner to the collection would increase the likelihood  the collections to be scanned into the library collection.

The 3D scanner would either be purchased off-the shelf or designed by a student team from the Engineering Department.  A solution will be sought to use and minimize the amount of training the operator would need.  If the scanner is developed in-house, a simple optical scanner such as an XBox Kinect device and a turntable or robotic arm will be used.  Support for the XBox Kinect is built into Microsoft Visual Studio, thus creating the interface efficient and costeffective.

Timeline

Task Start Time End Time
Catalog Software October 2017 December 2017
Scanner Interface October 2017 March 2018
Web Interface January 2018 May 2018
System Installation March 2018 May 2018

Personnel

Plamen Miltenoff, Ph.D., MLIS

pmiltenoff@stcloudstate.edu

320-308-3072

Dr. Miltenoff is part of a workgroup within the academic library, which works with faculty, students and staff on the application of new technologies in education. Dr. Miltenoff’s most recent research with Mark Gill is on the impact of Video 360 on students during library orientation: http://web.stcloudstate.edu/pmiltenoff/bi/

 

Mark Petzold, Ph.D.
mcpetzold@stcloudstate.edu
320-308-4182
Dr. Petzold is an Associate Professor in Electrical and Computer Engineering.  His current projects involve visualization of meteorological data in a virtual reality environment and research into student retention issues.  He is co-PI on a $5 million NSF S-STEM grant which gives scholarships to low income students and investigates issues around student transitions to college.

Mark Gill

mcgill@stcloudstate.edu

320-308-5605

Mr. Gill is a Visualization Engineer for the College of Science and Engineering and runs the Visualization Laboratory.  He has worked for several major universities as well as Stennis Space Center and Mechdyne, Inc.  He holds a Masters of Science in Software Engineering.

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University of Nevada, Reno and Pennsylvania State University 41 campus libraries to include collaborative spaces where faculty and students gather to transform virtual ideas into reality.

Maker Commons in the Modern Library: Six Reasons 3D Printers Should be in Your School’s Library

Maker Commons in the Modern Library 6 REASONS 3D PRINTERS SHOULD BE IN YOUR LIBRARY

1. Librarians Know How to Share 2. Librarians Work Well with IT People 3. Librarians Serve Everybody 4. Librarians Can Fill Learning Gaps 5. Librarians like Student Workers 6. Librarians are Cross-Discipline

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

code4lib 2018

Code2LIB February 2018

http://2018.code4lib.org/

2018 Preconference Voting

10. The Virtualized Library: A Librarian’s Introduction to Docker and Virtual Machines
This session will introduce two major types of virtualization, virtual machines using tools like VirtualBox and Vagrant, and containers using Docker. The relative strengths and drawbacks of the two approaches will be discussed along with plenty of hands-on time. Though geared towards integrating these tools into a development workflow, the workshop should be useful for anyone interested in creating stable and reproducible computing environments, and examples will focus on library-specific tools like Archivematica and EZPaarse. With virtualization taking a lot of the pain out of installing and distributing software, alleviating many cross-platform issues, and becoming increasingly common in library and industry practices, now is a great time to get your feet wet.

(One three-hour session)

11. Digital Empathy: Creating Safe Spaces Online
User research is often focused on measures of the usability of online spaces. We look at search traffic, run card sorting and usability testing activities, and track how users navigate our spaces. Those results inform design decisions through the lens of information architecture. This is important, but doesn’t encompass everything a user needs in a space.

This workshop will focus on the other component of user experience design and user research: how to create spaces where users feel safe. Users bring their anxieties and stressors with them to our online spaces, but informed design choices can help to ameliorate that stress. This will ultimately lead to a more positive interaction between your institution and your users.

The presenters will discuss the theory behind empathetic design, delve deeply into using ethnographic research methods – including an opportunity for attendees to practice those ethnographic skills with student participants – and finish with the practical application of these results to ongoing and future projects.

(One three-hour session)

14. ARIA Basics: Making Your Web Content Sing Accessibility

https://dequeuniversity.com/assets/html/jquery-summit/html5/slides/landmarks.html
Are you a web developer or create web content? Do you add dynamic elements to your pages? If so, you should be concerned with making those dynamic elements accessible and usable to as many as possible. One of the most powerful tools currently available for making web pages accessible is ARIA, the Accessible Rich Internet Applications specification. This workshop will teach you the basics for leveraging the full power of ARIA to make great accessible web pages. Through several hands-on exercises, participants will come to understand the purpose and power of ARIA and how to apply it for a variety of different dynamic web elements. Topics will include semantic HTML, ARIA landmarks and roles, expanding/collapsing content, and modal dialog. Participants will also be taught some basic use of the screen reader NVDA for use in accessibility testing. Finally, the lessons will also emphasize learning how to keep on learning as HTML, JavaScript, and ARIA continue to evolve and expand.

Participants will need a basic background in HTML, CSS, and some JavaScript.

(One three-hour session)

18. Learning and Teaching Tech
Tech workshops pose two unique problems: finding skilled instructors for that content, and instructing that content well. Library hosted workshops are often a primary educational resource for solo learners, and many librarians utilize these workshops as a primary outreach platform. Tackling these two issues together often makes the most sense for our limited resources. Whether a programming language or software tool, learning tech to teach tech can be one of the best motivations for learning that tech skill or tool, but equally important is to learn how to teach and present tech well.

This hands-on workshop will guide participants through developing their own learning plan, reviewing essential pedagogy for teaching tech, and crafting a workshop of their choice. Each participant will leave with an actionable learning schedule, a prioritized list of resources to investigate, and an outline of a workshop they would like to teach.

(Two three-hour sessions)

23. Introduction to Omeka S
Omeka S represents a complete rewrite of Omeka Classic (aka the Omeka 2.x series), adhering to our fundamental principles of encouraging use of metadata standards, easy web publishing, and sharing cultural history. New objectives in Omeka S include multisite functionality and increased interaction with other systems. This workshop will compare and contrast Omeka S with Omeka Classic to highlight our emphasis on 1) modern metadata standards, 2) interoperability with other systems including Linked Open Data, 3) use of modern web standards, and 4) web publishing to meet the goals medium- to large-sized institutions.

In this workshop we will walk through Omeka S Item creation, with emphasis on LoD principles. We will also look at the features of Omeka S that ease metadata input and facilitate project-defined usage and workflows. In accordance with our commitment to interoperability, we will describe how the API for Omeka S can be deployed for data exchange and sharing between many systems. We will also describe how Omeka S promotes multiple site creation from one installation, in the interest of easy publishing with many objects in many contexts, and simplifying the work of IT departments.

(One three-hour session)

24. Getting started with static website generators
Have you been curious about static website generators? Have you been wondering who Jekyll and Hugo are? Then this workshop is for you

My notehttps://opensource.com/article/17/5/hugo-vs-jekyll

But this article isn’t about setting up a domain name and hosting for your website. It’s for the step after that, the actual making of that site. The typical choice for a lot of people would be to use something like WordPress. It’s a one-click install on most hosting providers, and there’s a gigantic market of plugins and themes available to choose from, depending on the type of site you’re trying to build. But not only is WordPress a bit overkill for most websites, it also gives you a dynamically generated site with a lot of moving parts. If you don’t keep all of those pieces up to date, they can pose a significant security risk and your site could get hijacked.

The alternative would be to have a static website, with nothing dynamically generated on the server side. Just good old HTML and CSS (and perhaps a bit of Javascript for flair). The downside to that option has been that you’ve been relegated to coding the whole thing by hand yourself. It’s doable, but you just want a place to share your work. You shouldn’t have to know all the idiosyncrasies of low-level web design (and the monumental headache of cross-browser compatibility) to do that.

Static website generators are tools used to build a website made up only of HTML, CSS, and JavaScript. Static websites, unlike dynamic sites built with tools like Drupal or WordPress, do not use databases or server-side scripting languages. Static websites have a number of benefits over dynamic sites, including reduced security vulnerabilities, simpler long-term maintenance, and easier preservation.

In this hands-on workshop, we’ll start by exploring static website generators, their components, some of the different options available, and their benefits and disadvantages. Then, we’ll work on making our own sites, and for those that would like to, get them online with GitHub pages. Familiarity with HTML, git, and command line basics will be helpful but are not required.

(One three-hour session)

26. Using Digital Media for Research and Instruction
To use digital media effectively in both research and instruction, you need to go beyond just the playback of media files. You need to be able to stream the media, divide that stream into different segments, provide descriptive analysis of each segment, order, re-order and compare different segments from the same or different streams and create web sites that can show the result of your analysis. In this workshop, we will use Omeka and several plugins for working with digital media, to show the potential of video streaming, segmentation and descriptive analysis for research and instruction.

(One three-hour session)

28. Spark in the Dark 101 https://zeppelin.apache.org/
This is an introductory session on Apache Spark, a framework for large-scale data processing (https://spark.apache.org/). We will introduce high level concepts around Spark, including how Spark execution works and it’s relationship to the other technologies for working with Big Data. Following this introduction to the theory and background, we will walk workshop participants through hands-on usage of spark-shell, Zeppelin notebooks, and Spark SQL for processing library data. The workshop will wrap up with use cases and demos for leveraging Spark within cultural heritage institutions and information organizations, connecting the building blocks learned to current projects in the real world.

(One three-hour session)

29. Introduction to Spotlight https://github.com/projectblacklight/spotlight
http://www.spotlighttechnology.com/4-OpenSource.htm
Spotlight is an open source application that extends the digital library ecosystem by providing a means for institutions to reuse digital content in easy-to-produce, attractive, and scholarly-oriented websites. Librarians, curators, and other content experts can build Spotlight exhibits to showcase digital collections using a self-service workflow for selection, arrangement, curation, and presentation.

This workshop will introduce the main features of Spotlight and present examples of Spotlight-built exhibits from the community of adopters. We’ll also describe the technical requirements for adopting Spotlight and highlight the potential to customize and extend Spotlight’s capabilities for their own needs while contributing to its growth as an open source project.

(One three-hour session)

31. Getting Started Visualizing your IoT Data in Tableau https://www.tableau.com/
The Internet of Things is a rising trend in library research. IoT sensors can be used for space assessment, service design, and environmental monitoring. IoT tools create lots of data that can be overwhelming and hard to interpret. Tableau Public (https://public.tableau.com/en-us/s/) is a data visualization tool that allows you to explore this information quickly and intuitively to find new insights.

This full-day workshop will teach you the basics of building your own own IoT sensor using a Raspberry Pi (https://www.raspberrypi.org/) in order to gather, manipulate, and visualize your data.

All are welcome, but some familiarity with Python is recommended.

(Two three-hour sessions)

32. Enabling Social Media Research and Archiving
Social media data represents a tremendous opportunity for memory institutions of all kinds, be they large academic research libraries, or small community archives. Researchers from a broad swath of disciplines have a great deal of interest in working with social media content, but they often lack access to datasets or the technical skills needed to create them. Further, it is clear that social media is already a crucial part of the historical record in areas ranging from events your local community to national elections. But attempts to build archives of social media data are largely nascent. This workshop will be both an introduction to collecting data from the APIs of social media platforms, as well as a discussion of the roles of libraries and archives in that collecting.

Assuming no prior experience, the workshop will begin with an explanation of how APIs operate. We will then focus specifically on the Twitter API, as Twitter is of significant interest to researchers and hosts an important segment of discourse. Through a combination of hands-on and demos, we will gain experience with a number of tools that support collecting social media data (e.g., Twarc, Social Feed Manager, DocNow, Twurl, and TAGS), as well as tools that enable sharing social media datasets (e.g., Hydrator, TweetSets, and the Tweet ID Catalog).

The workshop will then turn to a discussion of how to build a successful program enabling social media collecting at your institution. This might cover a variety of topics including outreach to campus researchers, collection development strategies, the relationship between social media archiving and web archiving, and how to get involved with the social media archiving community. This discussion will be framed by a focus on ethical considerations of social media data, including privacy and responsible data sharing.

Time permitting, we will provide a sampling of some approaches to social media data analysis, including Twarc Utils and Jupyter Notebooks.

(One three-hour session)

scsu library position proposal

Please email completed forms to librarydeansoffice@stcloudstate.edu no later than noon on Thursday, October 5.

According to the email below, library faculty are asked to provide their feedback regarding the qualifications for a possible faculty line at the library.

  1. In the fall of 2013 during a faculty meeting attended by the back than library dean and during a discussion of an article provided by the dean, it was established that leading academic libraries in this country are seeking to break the mold of “library degree” and seek fresh ideas for the reinvention of the academic library by hiring faculty with more diverse (degree-wise) background.
  2. Is this still the case at the SCSU library? The “democratic” search for the answer of this question does not yield productive results, considering that the majority of the library faculty are “reference” and they “democratically” overturn votes, who see this library to be put on 21st century standards and rather seek more “reference” bodies for duties, which were recognized even by the same reference librarians as obsolete.
    It seems that the majority of the SCSU library are “purists” in the sense of seeking professionals with broader background (other than library, even “reference” skills).
    In addition, most of the current SCSU librarians are opposed to a second degree, as in acquiring more qualification, versus seeking just another diploma. There is a certain attitude of stagnation / intellectual incest, where new ideas are not generated and old ideas are prepped in “new attire” to look as innovative and/or 21st
    Last but not least, a consistent complain about workforce shortages (the attrition politics of the university’s reorganization contribute to the power of such complain) fuels the requests for reference librarians and, instead of looking for new ideas, new approaches and new work responsibilities, the library reorganization conversation deteriorates into squabbles for positions among different department.
    Most importantly, the narrow sightedness of being stuck in traditional work description impairs  most of the librarians to see potential allies and disruptors. E.g., the insistence on the supremacy of “information literacy” leads SCSU librarians to the erroneous conclusion of the exceptionality of information literacy and the disregard of multi[meta] literacies, thus depriving the entire campus of necessary 21st century skills such as visual literacy, media literacy, technology literacy, etc.
    Simultaneously, as mentioned above about potential allies and disruptors, the SCSU librarians insist on their “domain” and if they are not capable of leading meta-literacies instructions, they would also not allow and/or support others to do so.
    Considering the observations above, the following qualifications must be considered:
  3. According to the information in this blog post:
    https://blog.stcloudstate.edu/ims/2016/06/14/technology-requirements-samples/
    for the past year and ½, academic libraries are hiring specialists with the following qualifications and for the following positions (bolded and / or in red). Here are some highlights:
    Positions
    digital humanities
    Librarian and Instructional Technology Liaison

library Specialist: Data Visualization & Collections Analytics

Qualifications

Advanced degree required, preferably in education, educational technology, instructional design, or MLS with an emphasis in instruction and assessment.

Programming skills – Demonstrated experience with one or more metadata and scripting languages (e.g.Dublin Core, XSLT, Java, JavaScript, Python, or PHP)
Data visualization skills
multi [ meta] literacy skills

Data curation, helping students working with data
Experience with website creation and design in a CMS environment and accessibility and compliance issues
Demonstrated a high degree of facility with technologies and systems germane to the 21st century library, and be well versed in the issues surrounding scholarly communications and compliance issues (e.g. author identifiers, data sharing software, repositories, among others)

Bilingual

Provides and develops awareness and knowledge related to digital scholarship and research lifecycle for librarians and staff.

Experience developing for, and supporting, common open-source library applications such as Omeka, ArchiveSpace, Dspace,

 

Responsibilities
Establishing best practices for digital humanities labs, networks, and services

Assessing, evaluating, and peer reviewing DH projects and librarians
Actively promote TIGER or GRIC related activities through social networks and other platforms as needed.
Coordinates the transmission of online workshops through Google HangoutsScript metadata transformations and digital object processing using BASH, Python, and XSLT

liaison consults with faculty and students in a wide range of disciplines on best practices for teaching and using data/statistical software tools such as R, SPSS, Stata, and MatLab.

 

In response to the form attached to the Friday, September 29, email regarding St. Cloud State University Library Position Request Form:

 

  1. Title
    Digital Initiatives Librarian
  2. Responsibilities:
    TBD, but generally:
    – works with faculty across campus on promoting digital projects and other 21st century projects. Works with the English Department faculty on positioning the SCSU library as an equal participants in the digital humanities initiatives on campus
  • Works with the Visualization lab to establish the library as the leading unit on campus in interpretation of big data
  • Works with academic technology services on promoting library faculty as the leading force in the pedagogical use of academic technologies.
  1. Quantitative data justification
    this is a mute requirement for an innovative and useful library position. It can apply for a traditional request, such as another “reference” librarian. There cannot be a quantitative data justification for an innovative position, as explained to Keith Ewing in 2015. In order to accumulate such data, the position must be functioning at least for six months.
  2. Qualitative justification: Please provide qualitative explanation that supports need for this position.
    Numerous 21st century academic tendencies right now are scattered across campus and are a subject of political/power battles rather than a venue for campus collaboration and cooperation. Such position can seek the establishment of the library as the natural hub for “sandbox” activities across campus. It can seek a redirection of using digital initiatives on this campus for political gains by administrators and move the generation and accomplishment of such initiatives to the rightful owner and primary stakeholders: faculty and students.
    Currently, there are no additional facilities and resources required. Existing facilities and resources, such as the visualization lab, open source and free application can be used to generate the momentum of faculty working together toward a common goal, such as, e.g. digital humanities.

 

 

 

 

code4lib 2018

Code4Lib 2018 is a loosely-structured conference that provides people working at the intersection of libraries/archives/museums/cultural heritage and technology with a chance to share ideas, be inspired, and forge collaborations. For more information about the Code4Lib community, please visit http://code4lib.org/about/.

The conference will be held at the Omni Shoreham Hotel in Washington, DC, from February 13, 2018 – February 16, 2018.  More information about Code4lib 2018 is available on this year’s conference website http://2018.code4lib.org.

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Mark Gill and Plamen Miltenoff proposal:

Gamification of Library Orientation and Instruction

Abstract

The rapid advent in the technologies of augmented and virtual reality (VR) in the last several years and the surge down in price creates possibilities for its increasing and ubiquitous application in education. A collaboration by a librarian and VR specialist led to testing opportunities to apply 360 video in academic library orientation. The team seeks to bank on the inherited interest of Millennials toward these technologies and their inextricable part of a growing gaming environment in education. A virtual introduction via 360 video aims to familiarize patrons with the library and its services: http://bit.ly/VRlib. I short Surveymonkey survey following the virtual introduction assesses learning outcomes and allows further instruction when necessary. Patrons can use any electronic devices from desktop to any size mobile devices. Patrons can also watch in panorama mode, and are provided with goggles if they would like to experience the VR mode.

The next step is an introduction to basic bibliographic instruction, followed by a gamified “scavenger hunt”-kind of exercise, which aims to gamify students’ ability to perform basic research: http://bit.ly/learnlib. The game is web-based and it can be played on any electronic devices from desktops to mobile devices. The game is followed by a short Google Form survey, which assesses learning outcomes and allows further work shall any knowledge gaps occur.

The team relies on the constructivist theory of assisting patrons in building their knowledge in their own pace and on their own terms, rather than being lectured and guided by a librarian only.

This proposal envisions half a day activities for participants to study the opportunities presented by 360 video camera and acquire the necessary skills to collect quickly useful footage and process it for the library needs. The second half of the day is allocated for learning Adobe Dreamweaver to manipulate the preexisting “templates” (HTML and jQuery code) for the game and adapt the content and the format to the needs of the participants’ libraries.

Mark Gill mcgill@stcloudstate.edu 320-308-5605

Mr. Gill is a Visualization Engineer for the College of Science and Engineering and runs the Visualization Laboratory.  He has worked for several major universities as well as Stennis Space Center and Mechdyne, Inc.  He holds a Masters of Science in Software Engineering.

Plamen Miltenoff, Ph.D., MLIS  pmiltenoff@stcloudstate.edu 320-308-3072

Dr. Miltenoff is part of a workgroup within the academic library, which works with faculty, students and staff on the application of new technologies in education. Dr. Miltenoff’s most recent research with Mark Gill is on the impact of Video 360 on students during library orientation: http://web.stcloudstate.edu/pmiltenoff/bi/

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more about code4lib in this IMS blog
https://blog.stcloudstate.edu/ims/2016/11/11/code4lib/

evaluate IT in K12

New Ways to Evaluate School Technologies to Save Money & Boost Efficiencies

https://event.on24.com/wcc/r/1483433/3117E1766D64897841ED782BEEFC3C83?mode=login&email=pmiltenoff@stcloudstate.edu

Please join me September 20 for a free webinar where Dr. Sheryl Abshire, CTO of Calcasieu Parish SD and a recognized leader in K-12 technology, shares her insights on the top strategies, best practices and most valuable ideas that can reduce IT departmental costs and increase efficiencies.

What: New Ways to Measure & Leverage the Value of IT
When: 09/20 @ 2:00 PM ET | 11:00 AM PT

Register Now

Listen in and learn how to:
·         Use data you already collect to justify needs and resources
·         Create a new value proposition for IT
·         Measure the strategic use of IT in the district
·         Determine if your current technology is making the difference you expected

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My notes from the webinar:
Gartner: K12 technology ; http://www.gartner.com/technology/research/content/education.jsp

https://www.schooldude.com/ Tech support costs in K12 increased by 50% in the last four years from 14% to 21% of the technology budget. One half of the school technology leaders said that their school board understands that technology relates to district oveall goals , it is not as supportive financially. Worse, 8% felt that the school board does not believe technology is important to their district overall goals

Harvard Business Report Driving Digital Transformation. 2015 surveyed digital leaders. Driving innovation most important role breaking down internal silos

https://hbr.org/resources/pdfs/comm/RedHat/RedHatReportMay2015.pdf

  • align technology with educational mission of the school district
  • show value
  • eliminate silos
  • look for cost savings
  • other investments with long-term savings
  • transformational strategies
  • engage community – bond issues, levies, and other funding

consortium for school networking: 10 concepts http://www.nmc.org/organization/cosn/

virtualization; data deluge; energy and green IT; complex resource tracking; consumerization and social software; unified communications; mobile and wireless; system density; mashups and portals; cloud computing

what is a quick recovery?

Action plan: 1. Focus on virtualization and green IT for immediate cost and flexibility benefits. 2. Look at storage virtualization, deduplication and thin provisioning. 3. Evaluate web social software to transform interactions 4. exploit mashups and cloud-based services to address immediate user needs. 5. link UC to collaboration and enterprise applications to support growth initiatives. 6. begin to track weak signals and subtle patterns – from everywhere.


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SchoolDude – Josh Green, Application Engineer, josh.green@schooldude.com

  • lack of budget and staff
  • managing upkeep and replacement of growing number of devices
  • time
  • perception gap (what we are doing)

tool: Insight
agentless network discovery mechanism. scanning of devices on the network. optimize hard software usage, improve planning and budgeting process with status reporting.

MDM (mobile device management). supports both BYOD and school devices. control app distribution across the network, supervise device usage, remotely manage device policy

Helpdesk: complete ticket to close helpdesk solution

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Q&A time

technology facilitators: spend time at assigned schools; talk to teacher and try to figure out what teachers know about technology and then work the principal to customize workshops (PLCs) to build the skills based on their skills set. versus technology facilitator at every school. Help them grow their own.

certificate of attendance-Plamen Miltenoff

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more on digital literacy for EDAD in this IMS blog
https://blog.stcloudstate.edu/ims?s=digital+literacy+edad

NMC Horizon Report 2017 K12

NMC/CoSN Horizon Report 2017 K–12 Edition

https://cdn.nmc.org/wp-content/uploads/2017-nmc-cosn-horizon-report-K12-advance.pdf
p. 16 Growing Focus on Measuring Learning
p. 18 Redesigning Learning Spaces
Biophilic Design for Schools : The innate tendency in human beings to focus on life and lifelike processes is biophilia

p. 20 Coding as a Literacy

 https://www.facebook.com/bracekids/
Best Coding Tools for High School http://go.nmc.org/bestco

p. 24

Significant Challenges Impeding Technology Adoption in K–12 Education
Improving Digital Literacy.
 Schools are charged with developing students’ digital citizenship, ensuring mastery of responsible and appropriate technology use, including online etiquette and digital rights and responsibilities in blended and online learning settings. Due to the multitude of elements comprising digital literacy, it is a challenge for schools to implement a comprehensive and cohesive approach to embedding it in curricula.
Rethinking the Roles of Teachers.
Pre-service teacher training programs are also challenged to equip educators with digital and social–emotional competencies, such as the ability to analyze and use student data, amid other professional requirements to ensure classroom readiness.
p. 28 Improving Digital Literacy
Digital literacy spans across subjects and grades, taking a school-wide effort to embed it in curricula. This can ensure that students are empowered to adapt in a quickly changing world
Education Overview: Digital Literacy Has to Encompass More Than Social Use

What Web Literacy Skills are Missing from Learning Standards? Are current learning standards addressing the essential web literacy skills everyone should know?https://medium.com/read-write-participate/what-essential-web-skills-are-missing-from-current-learning-standards-66e1b6e99c72

 

web literacy;
alignment of stadards

The American Library Association (ALA) defines digital literacy as “the ability to use information and communication technologies to find, evaluate, create, and communicate or share information, requiring both cognitive and technical skills.” While the ALA’s definition does align to some of the skills in “Participate”, it does not specifically mention the skills related to the “Open Practice.”

The library community’s digital and information literacy standards do not specifically include the coding, revision and remixing of digital content as skills required for creating digital information. Most digital content created for the web is “dynamic,” rather than fixed, and coding and remixing skills are needed to create new content and refresh or repurpose existing content. Leaving out these critical skills ignores the fact that library professionals need to be able to build and contribute online content to the ever-changing Internet.

p. 30 Rethinking the Roles of Teachers

Teachers implementing new games and software learn alongside students, which requires
a degree of risk on the teacher’s part as they try new methods and learn what works
p. 32 Teaching Computational Thinking
p. 36 Sustaining Innovation through Leadership Changes
shift the role of teachers from depositors of knowledge to mentors working alongside students;
p. 38  Important Developments in Educational Technology for K–12 Education
Consumer technologies are tools created for recreational and professional purposes and were not designed, at least initially, for educational use — though they may serve well as learning aids and be quite adaptable for use in schools.
Drones > Real-Time Communication Tools > Robotics > Wearable Technology
Digital strategies are not so much technologies as they are ways of using devices and software to enrich teaching and learning, whether inside or outside the classroom.
> Games and Gamification > Location Intelligence > Makerspaces > Preservation and Conservation Technologies
Enabling technologies are those technologies that have the potential to transform what we expect of our devices and tools. The link to learning in this category is less easy to make, but this group of technologies is where substantive technological innovation begins to be visible. Enabling technologies expand the reach of our tools, making them more capable and useful
Affective Computing > Analytics Technologies > Artificial Intelligence > Dynamic Spectrum and TV White Spaces > Electrovibration > Flexible Displays > Mesh Networks > Mobile Broadband > Natural User Interfaces > Near Field Communication > Next Generation Batteries > Open Hardware > Software-Defined Networking > Speech-to-Speech Translation > Virtual Assistants > Wireless Powe
Internet technologies include techniques and essential infrastructure that help to make the technologies underlying how we interact with the network more transparent, less obtrusive, and easier to use.
Bibliometrics and Citation Technologies > Blockchain > Digital Scholarship Technologies > Internet of Things > Syndication Tools
Learning technologies include both tools and resources developed expressly for the education sector, as well as pathways of development that may include tools adapted from other purposes that are matched with strategies to make them useful for learning.
Adaptive Learning Technologies > Microlearning Technologies > Mobile Learning > Online Learning > Virtual and Remote Laboratories
Social media technologies could have been subsumed under the consumer technology category, but they have become so ever-present and so widely used in every part of society that they have been elevated to their own category.
Crowdsourcing > Online Identity > Social Networks > Virtual Worlds
Visualization technologies run the gamut from simple infographics to complex forms of visual data analysis
3D Printing > GIS/Mapping > Information Visualization > Mixed Reality > Virtual Reality
p. 46 Virtual Reality
p. 48 AI
p. 50 IoT

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more on NMC Horizon Reports in this IMS blog

https://blog.stcloudstate.edu/ims?s=new+media+horizon

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