Recorded on February 25, 2016
Presenter
Dr. Cynthia Calongne
CTU Doctoral Program | ccalongne@ctuonline.edu
Twitter and Skype: @lyrlobo
Digital Literacy for St. Cloud State University
TCC 2016 cordially invites you to join a FREE special pre-conference webinar on competency-based education (CBE).
Unpack CBE
During this session, Diane Singer from Bandman University, and Susan Manning from the University of Wisconsin at Stout, discuss the meaning and processes behind CBE, with a specific eye to how the assessment and recognition of competencies benefit various stakeholders, including business and industry.
Date & time:
March 16, 2:00 PM Hawaii; 6:00 PM Mountain; 8:00 PM Eastern
March 17, 9:00 AM Tokyo & Seoul; 11:00 AM Sydney, Feb. 26
Other timezones:
http://bit.ly/tcc16precon2-unpackCBE
Full information:
http://2016.tcconlineconference.org/unpacking-cbe/
RSVP for this FREE session!
If you wish to participate, please RSVP. A reminder will be sent a few days prior along with instructions to sign-in.
http://bit.ly/tcc2016precon2-rsvp
The 21st Annual TCC Worldwide Online Conference: April 19-21, 2016
TCC, Technology, Colleges and Community, is a worldwide online conference attended by university and college personnel including faculty, academic support staff, counselors, student services personnel, students, and administrators.
More on competency-based learning in this IMS blog:
https://blog.stcloudstate.edu/ims/?s=competency+based+learning&submit=Search
+++++++++++++++++
webinar archived recording:
http://2016.tcconlineconference.org/make-the-future/
Recorded on February 25, 2016
Dr. Cynthia Calongne
CTU Doctoral Program | ccalongne@ctuonline.edu
Twitter and Skype: @lyrlobo
We wanted to provide you with access to watch the virtual presentation on-demand so you have the chance to get the same valuable information our attendees received.
Link to the presentation: ct_corning_webcast_slidedeck briggs devices wifi
Click here to watch this special presentation to get a strategic view of how your institution can best support educational technology imperatives today and into the future.
This exclusive presentation will only be available for a limited time! Watch it today.
Sponsored By: Corning and Vision This presentation will be available to audience members until Wednesday, February 17, 2016 at 11:00 AM Pacific Standard Time. The challenge is supporting device needs, and anticipating future demand. Network infrastructure is a simple way to solve for today and tomorrow. This webinar will review mobility trends, connectivity requirements and converged fiber networks for cellular, Ethernet and Wi-Fi needs.
Rick Baldasare from Vision Technologies Rick.baldasarre@visiontech.biz (240) 319-1700
graphs with data from universities. Global IP will increase threefold over the next five years.
QoS (Quality of Service)
Mobile as the Norm of User Access> Cloud asa the Norm of Back Access
Ron Wells: Corning wellsrw@corning.com (913) 706-4135
PON: Passive Optical Networks
Optical DAS
SCSU faculty asked for help with Kahoot.it Great tool. Especially the reward system, which most likely might engage students in the learning process. However, Kahoot is very “synchronous.” It assumes that the faculty is in a synchronous environment (F2F or online). At least the free version.
In 2012, six SCSU faculty members worked together and recommended “heavy duty” survey/polling options also known as Classroom Response Systems (CRS):
https://blog.stcloudstate.edu/ims/?s=clickers
Among the considered vendors were Turning Technologies, which have both hardware and completely online option and integrate with D2L (https://blog.stcloudstate.edu/ims/2013/09/10/crs-clickers-turning-technology-instructions/) and TopHatMonitor (https://blog.stcloudstate.edu/ims/2013/04/10/clickers-documentation/), which is completely online, no hardware solution.
Here are additional free resources, as recommended for use in education:
http://www.educatorstechnology.com/2012/05/15-great-free-and-easy-survey-polls.html
1- Kwiqpoll (my note: seems out of business)
This is a simple poll making tool. It does not require any registration. Just visit the homepage and start creating you poll right away. You have the choice to provide multiple choice answers. You will also be provided with a generated URL to use when sharing your polls.
2- Flisti
3- Urtak (my note: dead – server not found message)
4- Vorbeo (my note: seems out of business)
This is another free and simple to use poll tool. Teachers can use it to create their own polls and customize them the way they want by adding colours, adjusting width and many more before sharing them on their blogs or websites.
5- Polldaddy
This is another popular polling service that allows users to create free polls and surveys containing up to ten questions.
6- Micropoll
Micropoll allows users to instantly create a poll using a set of questions and answers then one email address. It also provides embed codes to share polls online.
8- Obsurvey
9- Kwik Surveys
This is another great polling service. It allows users to design their own surveys, form, polls and feedback forms. It is free but it does require a sign up.
10- Polleverywhere
This is a great polling tool. It has different pricing plans and also has a free plan but very limited and allows for just 40 responses per poll.
12- Poll Junkie
13- Yarp
This is another easy and simple poll creating tool. It basically allows users to create their own surveys or online invitations. It does not require any registration.
Will students be wearing their tech in virtual classrooms in five years? Wearable devices, adaptive technologies, and the Internet of Things are just some of the new tech researchers say is shaping the near future of higher education.
In 1 Year or Less: BYOD and the flipped classroom.
“Employers and higher education institutions are finding that when given the opportunity to choose their device, users are saved from the effort and time needed to get accustomed to new devices and can therefore accomplish tasks with more ease and efficiency.”
“Flipped learning is seen as especially suited for higher education because the rearranging of class time gives students in large introductory lecture courses more opportunity to engage and interact with their peers.”
In 2-3 Years: Makerspaces and wearable devices.
Makerspaces have the “benefit of engaging learners in creative, higher-order problem solving through hands-on design, construction and iteration.”
“Wearable technology is poised to see significant growth in the coming years, spurring experimentation in higher education because the demand for wearables is seen to be coming in large part from college-aged students.”
In 4-5 Years: Adaptive technologies and the Internet of Things.
“Adaptive technology is seen as a means to break free of a “one-size-fits-all” approach to education and is suited well for online and hybrid learning environments, “where student activities are conducted virtually and can be monitored by software and tracking applications.”
The Internet of Things pushes information to learners from their surroundings. “For instance, a learner exploring a city with a rich historical past can explore their environment through an architectural, political, or biological lens, depending on how the surroundings are equipped.”
From the NMC Horizon Report 2015: Higher Education Edition
More on Virbela in this IMS blog
https://blog.stcloudstate.edu/ims?s=virbela
Nearly seven million students with disabilities in the United States are at risk of regressing during COVID-related remote learning. What can research tell us about how schools can intervene? Register for the Nov. 20 online webinar here: #sponsorcontent https://t.co/4n18eDH6Cu pic.twitter.com/bsEU7XekFm
— Education Week (@educationweek) November 15, 2020
+++++++++++++
more on special education in this IMS blog
https://blog.stcloudstate.edu/ims?s=special+education
experts in distance learning warned that it can magnify inequities, with the most able and highly advantaged learners humming along while learners who need more support fall far behind.
ParentsTogether, in its survey of 1,500 of its members across the country, discovered big gaps — both by income levels and between families with and without children in special education. The online survey wasn’t a scientifically weighted sample, but it was geographically, racially and socioeconomically diverse.
+++++++++++++++
more on online education in this IMS blog
https://blog.stcloudstate.edu/ims?s=online+education
++++++++++++
more about Educators in VR in this IMS blog
https://blog.stcloudstate.edu/ims?s=educators+in+vr
Info on all presentations: https://account.altvr.com/channels/1182698623012438188
$$$$$$$$$$$$$$$$$$$$$$
++++++++++++++++++++++++++++++++++++++++
++++++++++++++++++++++++++++++
+++++++++++++++++++++++
++++++++++++++++++++++++++++
Qlone App for 3D scanning
++++++++++++++++++++++++++++++++++++++
The 2020 Educators in VR International Summit is February 17-22. It features over 170 speakers in 150+ events across multiple social and educational platforms including AltspaceVR, ENGAGE, rumii, Mozilla Hubs, and Somnium Space.
The event requires no registration, and is virtual only, free, and open to the public. Platform access is required, so please install one of the above platforms to attend the International Summit. You may attend in 2D on a desktop or laptop computer with a headphone and microphone (USB gaming headphone recommended), or with a virtual device such as the Oculus Go, Quest, and Rift, Vive, and other mobile and tethered devices. Please note the specifications and requirements of each platform.
The majority of our events are on AltspaceVR. AltspaceVR is available for Samsung Gear, Steam Store for HTC Vive, Windows Mixed Reality, and the Oculus Store for Rift, Go and Quest users. Download and install the 2D version for use on your Windows desktop computer.
Charlie Fink, author, columnist for Forbes magazine, and Adjunct Faculty member of Chapman University, will be presenting “Setting the Table for the Next Decade in XR,” discussing the future of this innovative and immersive technology, at the 2020 Educators in VR International Summit. He will be speaking in AltspaceVR on Tuesday, February 18 at 1:00 PM EST /
Setting the Table for the Next Decade in XR 1PM, Tues, Feb 18 https://account.altvr.com/events/1406089727517393133
Finding a New Literacy for a New Reality 5PM, Tues, Feb 18
https://account.altvr.com/events/1406093036194103494 schedule for new literacy
This workshop with Dr. Sarah Jones will focus on developing a relevant and new literacy for virtual reality, including the core competencies and skills needed to develop and understand how to become an engaged user of the technology in a meaningful way. The workshop will develop into research for a forthcoming book on Uncovering a Literacy for VR due to be published in 2020.
Sarah is listed as one of the top 15 global influencers within virtual reality. After nearly a decade in television news, Sarah began working in universities focusing on future media, future technology and future education. Sarah holds a PhD in Immersive Storytelling and has published extensively on virtual and augmented reality, whilst continuing to make and create immersive experiences. She has advised the UK Government on Immersive Technologies and delivers keynotes and speaks at conferences across the world on imagining future technology. Sarah is committed to diversifying the media and technology industries and regularly champions initiatives to support this agenda.
Currently there are limited ways to connect 3D VR environments to physical objects in the real-world whilst simultaneously conducting communication and collaboration between remote users. Within the context of a solar power plant, the performance metrics of the site are invaluable for environmental engineers who are remotely located. Often two or more remotely located engineers need to communicate and collaborate on solving a problem. If a solar panel component is damaged, the repair often needs to be undertaken on-site thereby incurring additional expenses. This triage of communication is known as inter-cognitive communication and intra-cognitive communication: inter-cognitive communication where information transfer occurs between two cognitive entities with different cognitive capabilities (e.g., between a human and an artificially cognitive system); intra-cognitive communication where information transfer occurs between two cognitive entities with equivalent cognitive capabilities (e.g., between two humans) [Baranyi and Csapo, 2010]. Currently, non-VR solutions offer a comprehensive analysis of solar plant data. A regular PC with a monitor currently have advantages over 3D VR. For example, sensors can be monitored using dedicated software such as EPEVER or via a web browser; as exemplified by the comprehensive service provided by Elseta. But when multiple users are able to collaborate remotely within a three-dimensional virtual simulation, the opportunities for communication, training and academic education will be profound.
Michael Vallance Ed.D. is a researcher in the Department of Media Architecture, Future University Hakodate, Japan. He has been involved in educational technology design, implementation, research and consultancy for over twenty years, working closely with Higher Education Institutes, schools and media companies in UK, Singapore, Malaysia and Japan. His 3D virtual world design and tele-robotics research has been recognized and funded by the UK Prime Minister’s Initiative (PMI2) and the Japan Advanced Institute of Science and Technology (JAIST). He has been awarded by the United States Army for his research in collaborating the programming of robots in a 3D Virtual World.
Create Strategic Snapchat & Instagram AR Campaigns
Augmented Reality Lens is popular among young people thanks to Snapchat’s invention. Business is losing money without fully using of social media targeting young people (14-25). In my presentation, Dominique Wu will show how businesses can generate more leads through Spark AR (Facebook AR/Instagram AR) & Snapchat AR Lens, and how to create a strategic Snapchat & Instagram AR campaigns.
Domnique Wu is an XR social media strategist and expert in UX/UI design.She has her own YouTube and Apple Podcast show called “XReality: Digital Transformation,” covering the technology and techniques of incorporating XR and AR into social media, marketing, and integration into enterprise solutions.
Mixed Reality in Classrooms Near You
Mixed Reality devices like the HoloLens are transforming education now. Mark Christian will discuss how the technology is not about edge use cases or POCs, but real usable products that are at Universities transforming the way we teach and learn. Christian will talk about the products of GIGXR, the story of how they were developed and what the research is saying about their efficacy. It is time to move to adoption of XR technology in education. Learn how one team has made this a reality.
As CEO of forward-thinking virtual reality and software companies, Mark Christian employs asymmetric approaches to rapid, global market adoption, hiring, diversity and revenue. He prides himself on unconventional approaches to building technology companies.
Designing Educational Content in VR
Virtual Reality is an effective medium to impart education to the student only if it is done right.The way VR is considered gimmick or not is by the way the software application are designed/developed by the developers not the hardware limitation.I will be giving insight about the VR development for educational content specifically designed for students of lower secondary school.I will also provide insights about the development of game in unity3D game engine.
Game Developer and VR developer with over 3 years of experience in Game Development.Developer of Zombie Shooter, winner of various national awards in the gaming and entertainment category, Avinash Gyawali is the developer of EDVR, an immersive voice controlled VR experience specially designed for children of age 10-18 years.
8:00 AM PST | Research | Virtual Reality Technologies for Learning Designers | Margherita Berti | ASVR |
Virtual Reality (VR) is a computer-generated experience that simulates presence in real or imagined environments (Kerrebrock, Brengman, & Willems, 2017). VR promotes contextualized learning, authentic experiences, critical thinking, and problem-solving opportunities. Despite the great potential and popularity of this technology, the latest two installations of the Educause Horizon Report (2018, 2019) have argued that VR remains “elusive” in terms of mainstream adoption. The reasons are varied, including the expense and the lack of empirical evidence for its effectiveness in education. More importantly, examples of successful VR implementations for those instructors who lack technical skills are still scarce. Margherita Berti will discuss a range of easy-to-use educational VR tools and examples of VR-based activity examples and the learning theories and instructional design principles utilized for their development.
Margherita Berti is a doctoral candidate in Second Language Acquisition and Teaching (SLAT) and Educational Technology at the University of Arizona. Her research specialization resides at the intersection of virtual reality, the teaching of culture, and curriculum and content development for foreign language education.
Wed | 11:00 AM PST | Special Event | Gamifying the Biblioverse with Metaverse | Amanda Fox | VR Design / Biblioverse / Training & Embodiment | ASVR |
There is a barrier between an author and readers of his/her books. The author’s journey ends, and the reader’s begins. But what if as an author/trainer, you could use gamification and augmented reality(AR) to interact and coach your readers as part of their learning journey? Attend this session with Amanda Fox to learn how the book Teachingland leverages augmented reality tools such as Metaverse to connect with readers beyond the text.
Amanda Fox, Creative Director of STEAMPunksEdu, and author of Teachingland: A Teacher’s Survival Guide to the Classroom Apolcalypse and Zom-Be A Design Thinker. Check her out on the Virtual Reality Podcast, or connect with her on twitter @AmandaFoxSTEM.
Wed | 10:00 AM PST | Research | Didactic Activity of the Use of VR and Virtual Worlds to Teach Design Fundamentals | Christian Jonathan Angel Rueda | VR Design / Biblioverse / Training & Embodiment | ASVR |
Christian Jonathan Angel Rueda specializaes in didactic activity of the use of virtual reality/virtual worlds to learn the fundamentals of design. He shares the development of a course including recreating in the three-dimensional environment using the fundamentals learned in class, a demonstration of all the works developed throughout the semester using the knowledge of design foundation to show them creatively, and a final project class scenario that connected with the scenes of the students who showed their work throughout the semester.
Christian Jonathan Angel Rueda is a research professor at the Autonomous University of Queretaro in Mexico. With a PhD in educational technology, Christian has published several papers on the intersection of education, pedagogy, and three-dimensional immersive digital environments. He is also an edtech, virtual reality, and social media consultant at Eco Onis.
Thu | 11:00 AM PST | vCoaching | Closing the Gap Between eLearning and XR | Richard Van Tilborg | XR eLearning / Laughter Medicine | ASVR |
How we can bridge the gap between eLearning and XR. Richard Van Tilborg discusses combining brain insights enabled with new technologies. Training and education cases realised with the CoVince platform: journeys which start on you mobile and continue in VR. The possibilities to earn from your creations and have a central distribution place for learning and data.
Richard Van Tilborg works with the CoVince platform, a VR platform offering training and educational programs for central distribution of learning and data. He is an author and speaker focusing on computers and education in virtual reality-based tasks for delivering feedback.
Thu | 12:00 PM PST | Research | Assessment of Learning Activities in VR | Evelien Ydo | Technology Acceptance / Learning Assessment / Vaping Prevention | ASVR |
Thu | 6:00 PM PST | Down to Basics | Copyright and Plagiarism Protections in VR | Jonathan Bailey | ASVR
|
Thu | 8:00 PM PST | Diversity | Cyberbullying in VR | John Williams, Brennan Hatton, Lorelle VanFossen | ASVR |
When a special education teacher and a regular classroom teacher are teamed in the classroom, they can multiply each other’s strengths. Here’s a look at a successful co-teaching partnership: https://t.co/iJgP8g2N0y #speced #coteaching pic.twitter.com/RHnfByjsfL
— Education Week (@educationweek) December 15, 2018