Searching for "team work"

Facilitate Effective Group Work at Business Schools

free webinar: ‘How to facilitate effective group work at business schools’ on May 5 at 1PM ET.

This webinar will gather teachers and instructional designers from business schools in a panel discussion to share and exchange ideas on improving group dynamics and social loafing in team based education.

We’re happy to welcome Mustafa Elsawy, Learning Technologist from Georgia State University and Jeff Webb, Associate Professor from David Eccles School of Business as guest speakers for the discussion to share their insights on:

  • Why and how team based learning adds value to course design;
  • The challenges of implementing and facilitating group work in online, blended and hybrid classrooms;
  • How peer feedback and peer assessment can contribute to achieve learning outcomes;
  • How to empower faculty to scale peer feedback/assessment in future courses and prepare students for the labor market

You can learn more about the event on our website and register for free here.

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

working in VR

I spent two weeks working in VR and now I’m not sure what’s real

From scribbling on whiteboards on a beach to replying to emails in outer space, could a VR headset be the answer to WFH woes?

An app called Work in VR promises to rescue me with an ingenious solution that uses a webcam to overlay a real-time video of my keyboard into the virtual world.

Steam’s Bigscreen — an app that mirrors your desktop while letting you collaborate and play games with virtual friends (or their 3D avatars, to be more precise), in real time. Bigscreen

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

Microsoft Teams down

https://www.facebook.com/groups/onlinelearningcollective/permalink/712242079406493/

https://www.express.co.uk/life-style/science-technology/1365641/Microsoft-Teams-will-stop-working-for-millions-Internet-Explorer-11-block/amp

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more on MS Teams in this IMS blog
https://blog.stcloudstate.edu/ims?s=microsoft+teams

K12 IT leaders work with people

K-12 IT leaders need to work with people, not just tech

<https://www.educationdive.com/news/k-12-it-leaders-need-to-work-with-people-not-just-tech/555004/

My note: this is the first step toward the conclusion of my dissertation: the CIO in education must wear three hats: computer geek, educator and administrator.

District Administration reports.

Since edtech varies from district to district and state to state, it’s unlikely that an IT candidate will be up-to-speed on the current system in use. Alabama solves this problem by offering the Alabama Chief Technology Officer certification program.

It is critical for those in K-12 IT leadership to understand the unique customer service needs of the education industry. When technology doesn’t work, it throws a wrench into an entire day of learning. Educators need a fast fix and responsive service. Effective tech leaders will delegate by teaming up with tech-savvy teachers who can serve as school tech leaders. This strategy allows for an on-site tech expert to step in to put out fires before the tech expert arrives.

Former teachers can also make strong chief technology officers because they understand both tech and education. This allows them to build trust with the staff, which is a critical component to launching new technology initiatives.

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

Gen Z and the workforce

Gen Z is coming to your office. Get ready to adapt

Janet Adamy, Sept 6, 2018

https://www.wsj.com/graphics/genz-is-coming-to-your-office/

Early signs suggest Gen Z workers are more competitive and pragmatic, but also more anxious and reserved, than millennials, the generation of 72 million born from 1981 to 1996, according to executives, managers, generational consultants and multidecade studies of young people. Gen Zers are also the most racially diverse generation in American histor

With the generation of baby boomers retiring and unemployment at historic lows, Gen Z is filling immense gaps in the workforce. Employers, plagued by worker shortages, are trying to adapt.

LinkedIn Corp. and Intuit Inc. have eased requirements that certain hires hold bachelor’s degrees to reach young adults who couldn’t afford college. At campus recruiting events, EY is raffling off computer tablets because competition for top talent is intense.

Companies are reworking training so it replicates YouTube-style videos that appeal to Gen Z workers reared on smartphones.

“They learn new information much more quickly than their predecessors,”

A few years ago Mr. Stewart noticed that Gen Z hires behaved differently than their predecessors. When the company launched a project to support branch managers, millennials excitedly teamed up and worked together. Gen Z workers wanted individual recognition and extra pay.

diverse age group

 

Much of Gen Z’s socializing takes place via text messages and social media platforms—a shift that has eroded natural interactions and allowed bullying to play out in front of wider audiences.

The flip side of being digital natives is that Gen Z is even more adept with technology than millennials. Natasha Stough, Americas campus recruiting director at EY in Chicago, was wowed by a young hire who created a bot to answer questions on the company’s Facebook careers page.

To lure more Gen Z workers, EY rolled out video technology that allows job candidates to record answers to interview questions and submit them electronically.

LinkedIn, which used to recruit from about a dozen colleges, broadened its efforts to include hundreds of schools and computer coding boot camps to capture a diverse applicant pool that mirrors the changing population.

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more on Gen Z in this IMS blog
https://blog.stcloudstate.edu/ims?s=gen+z

hi ed leader team

5 SECRETS TO DEVELOPING A HIGH-PERFORMING TEAM IN HIGHER EDUCATION
Patrick Sanaghan & Jillian Lohndorf

https://www.academia.edu/8335887/Ways_to_Improve_Teams_in_Higher_Education

6 POTENTIALLY DESTRUCTIVE MYTHS
#1: THE MYTH ABOUT TALENT
A variety of skills, experiences,and perspectives are necessary,along with high levels of trust, open communication, emotional support, and mutual accountability—all of which arevery hard to establish and maintain. One differentiator of an exceptional team is a high level of curiosity where questions(not hidden criticisms) are prized.

#2: THE MYTH ABOUT FOCUS

stellar teams allocate their time in an unexpected way. They spend two-thirds of their time on thetask at hand (gettin’ ‘er done) and a full one-third on the “process” or relational aspect of the team’s functioning

#3: THE MYTH ABOUT CONFLICT

Exceptional teams see conflict as a resource, not something to be avoided.

Leaders need both the skill and the courage to deal with conflict on their team, as well as the understanding that everyone on the team needs to be involved in its resolution. 

#4: THE MYTH ABOUT OPENNESS

  • the “ seduction of the leader ” syndrome frequently seen in higher education.  Due to the “collegial” and polite nature of most campuses, people simply don’t feel comfortable providing honest feedback,especially if it is negative or critical. 
  • Many people are reluctant to be honest, because it might hurt someone’s feelings. 
  • People don’t want to “lose their seat at the table” and fear that they risk doing so if they are truly honest.
  • People realize that the leader really isn’t open to honest feedback, even as the leader professes to want it

#5: THE MYTH ABOUT SAMENESS

One of the pervasive team dynamics that every team leader needs to be aware of is
“comfortable cloning.”
 This happens when we select people to be on our teams who have similar backgrounds to ours.

#6: THE MYTH ABOUT MOTIVATIONAL METAPHORS

One of the best ways to build a realteam is to have each team membershare their own metaphor for how theywould like the team to operate.

5 STRATEGIES FOR DEVELOPING A STELLAR TEAM

1. Make your team a learning team, by creating an internal article or book club.

2. Define the rules for decision making.

3. Create working agreements or“ground rules” for the functioning and support of the team.

4. Establish a mechanism for regular, anonymous evaluation of team meetings.

5. Conduct a leadership “audit.”

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more on leadership in higher ed in this IMS blog:
https://blog.stcloudstate.edu/ims?s=ed+leader

MinnState Online Strategies Team 3

SCTCC continue from

Tuesday, October 30 from 9:00am-3:00pm at the System Office, Wells Fargo Place (Saint Paul, MN).

Team 3 is charged with developing a process for prioritizing and selecting collaborative curriculum development and course offering projects that require the use of enterprise instructional design and technology services.

Have expertise in online education that you are willing to share?

The Online Strategy Workgroup needs subject matter experts to participate on one of the three teams below.

  • Team 1 (Access) –  Team 1 is charged with reviewing the existing services provided by the Minnesota State Info Hub and aligning the services they provide with the needs outlined in the corresponding action steps of the Online Strategy report.  This team will utilize the existing levels of funding allocated to the Minnesota State Info Hub without seeking additional financial compensation from campuses.  See what subject matter experts are needed for this team.
  • Team 2 (Quality) –  Team 2 is charged with reviewing the existing services provided by the Minnesota Online Quality Initiative (MOQI) and aligning these services with the needs outlined in the corresponding action steps of this report.  In addition to evaluating faculty development programming options available through MOQI, this team will be responsibility for developing the tools intended to support the quality improvement processes used by campuses.   See what subject matter experts are needed for this team.
  • Team 3 (Collaboration) -Team 3 is charged with developing a process for prioritizing and selecting online collaborative curriculum development and  online course offering projects that require the use of enterprise instructional design and technology services.  See what subject matter experts are needed for this team.

https://mnscu.sharepoint.com/teams/ENTPR-Online-Strategy/SitePages/Team-3—Collaboration.aspx  MinnState STAR ID login: STARID@minnstate.edu

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November 20, 2016

Becky Lindseth, MIchael Olesen, Bob Bilyk, Stephen Kelly, Kim Lynch, Scott Wojtanowski, Wilson Garland, Martin Springborg, Scott W and Kim Lynch

Proposal Request / Background (description of project proposal)

where does CETL fit here.

https://www.grayassociates.com/

https://distanceminnesota.org/

program level course mapping.
course level modules and learning objectives.

RCE reasonable credit equivalency

IAA inter-agency agreement

RFP request for proposal

Collaborate on Curriculum and Course Offerings (Action A)
Adopting Open Educational Resources (OER) (Action A)
Revenue Sharing Model (Action D)
Instructional Design and Technology Services (Action C)

SpringboardVR and Steam in libraries

Springboard Vr and Steam for virtual reality in libraries

A bit more information from SpringboardVR for anyone interested:
Here is a link to their setup guide – https://docs.google.com/document/d/1dYp4-hoHcJD3I8_YdyNh8PI-4CFvkWfVT3HJ-NK6FvY/edit
It is currently built specifically for arcades, but they think there are a lot of features that libraries could still find useful.
They also have a booking system:
https://docs.google.com/document/d/14-HvD-F1Kt7aTrlwiKdq8aXouU5d4l0lszPo6TwlM1w/edit

I heard back from Steam, with exactly the response I expected: Our service model (users reserve our own PC and VR headset, using our Steam software) needs to use their site license program. And even if it’s just on that one PC, we’d still have to run their site license server locally to manage it.

We did an inventory of what it would cost us to purchase a site license for our most popular games: Of our top 25 most played VR games, only 10 have site licenses available at all. Those 10 games would in total cost us slightly more than $3000 per year to license, which strikes me as ridiculous.

But Tara, thanks for pointing out Springboard VR! At a glance it looks really promising. I’m really glad to hear about another option.

-Chad

We ran into the same problem last year with Steam. However, we are now working with Springboard VR. Our head VR specialist says you can test run their interface on a machine for free and that they are putting together an academic package that should be available soon!  https://springboardvr.com/
Tara
Amazing timing, Laura! I was just looking into the site license program this week. I wrote up what I’ve learned so far for someone else this morning, shared below. But to sum up, it’s not very promising either from a financial or practical view of the way we use Steam currently (one PC with Steam titles that we’ve purchased under our account, with an attached HTC Vive).
I originally thought this was just a different kind of license for each game, one which allows public use in a library, cafe, etc. But I got some clarification questions answered by Steam support – it’s actually designed for users to log into one of our computers using their own Steam account. They can then check out a game we’ve purchased a site license for, and play it under their account while they’re on our computer.
 
This also requires running some sort of server locally to handle the checkouts.
 
So I don’t think this is going to work for us. The pricing is also pretty wild. One of our most popular titles is Space Pirate Trainer – currently $10 paid one time to own individually, or $30/month/seat for a site license subscription. And I’ve seen at least one title that’s free for individual ownership, but somehow costs $20/month/seat for site license.
 
Much of their documentation is contradictory and out of date.
 
Even more annoying is that you can’t even see the site license prices until you sign up for a site license account and fill out some legal forms.
 
Last but not least, many titles, even free ones, do not have site licenses available at all.
 
I have one more request into Steam support asking how they prefer we purchase things as a library. I’ll let you know what I hear.
 
Oh, also – you can’t convert an existing Steam account or purchases. You need to create a new one and start from scratch.
 
-Chad
We’d also like to know if any other libraries had set up the Steam/Valve Site license, which we were just starting to look into ourselves:  https://support.steampowered.com/kb_article.php?ref=3303-QWRC-3436  – which sounds like it solves many of these problems. Our general counsel has a few issues with the license terms but are willing to consider especially if I can find examples of other institutions utilizing it!
 
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Laura K. Wiegand
Interim University Librarian
Associate Director Library Information Technology and Digital Strategies
Echoing what Peter said there are no good solutions right now.  It would be great if Steam or HTC or Oculus offered site licenses or group accounts, but they don’t.  We have 2 HTC Vives that share an account.  This causes problems occasionally as it doesn’t like it if two headsets are using the same program.  Going offline usually takes care of it.  Our 4 Oculus Rifts also share an account but the Oculus store is less problematic than Steam since it only contacts the mother ship when doing an update.  If you have the option prepaid cards and individual accounts would be the best way to go but our purchasing department said no.
Edward Iglesias
In our library’s VR Studio, we have a separate library-owned Steam account for each of 7 VR workstation computers. Some have Vives, some have Oculus Rifts at them. We purchase content for each account. We also allow patrons to download free games/tools to those computers.
If a patron owns Steam content that we don’t, they may log in to their personal account and download the game to our computer. So far, this hasn’t posed a problem, except that the added game will show up in that workstation account’s game list, but will not be playable to other patrons. I occasionally delete personal games that are causing confusion to other patrons.  Not too many patrons have downloaded content yet so if it gets to be too troublesome we may disallow it in the future.
For the Oculus Rift stations, there is a Steam account as mentioned above, plus the Oculus library. For Oculus, I’ve been able to use one account for all of the workstations. We purchase content once and it’s usable on all the computers from the one account. This has worked fine so far except for playing multi-player online. The single account will not support multiple instances of online play for the same game.
None of these is a perfect solution but they are mostly working as this is a continuous work in progress. Feel free to get in touch off list if you’d like more specific info, etc.
Thanks,
Pete
Hi all,
I was curious if any of your libraries have Steam from Valve installed on your public workstations to drive PC gaming and an HTC Vive? Any tips on how to set that up? Obviously the licensing issue with purchased programs/games through Steam is a problem when you are providing access for a large user base. There are multiple free games/programs available.
How do you handle providing each user with HDD/SSD space on your machines for downloaded games/programs through Steam?
Thanks,
Alex
Elisandro Cabada
Engineering and Innovation Liaison Librarian
Computer Science, Electrical and Computer Engineering Librarian

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more on Virtual Reality in libraries in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+reality+library

OER workday librarians

Librarians OER Workday

SCSU ad hoc team on open books from Spring 2015

https://blog.stcloudstate.edu/ims/2016/04/06/e-textbook-ad-hoc-team/

Gary Hunter
Creating OER Texbooks using copyright and CC licensed materials.

http://www.minnstate.edu/system/asa/academicaffairs/policy/copyright/index.html

http://www.minnstate.edu/system/asa/academicaffairs/policy/ip/index.html

What can be put on the OER textbooks:

D2L upload: every time, it is called “distribution.”

plays, music, prerecorded files such as DVD, music CD.

sculpture or painting on a Web site,

five rights avoid violating. System procedure 3.27.1 copyright clearance

 

Copyright and OER, GRIT May2017 from Esko Lius

DMCA Digital Millennium Copyright Act

there are certain works which are not protected

Dmc aexemptions2010 from dixieyeager

The difference between Plagiarism and copyright infringement

CI is a violation of a federal law. Plagiarism can turn into CI.

creative commons

Creative Commons License Basics 2010 from Sue Gallaway

NC – no competitor can take our work and use it against us.

faculty can use anything in F2F, which is lawfully obtained. Flickr, photo without violating the regulations, it can be used in a PPT, but only on a F2F classroom. In OER, it needs to be revised.

Gary can share a “media release” form (slid 17).

Open Textbook Institute (Kimberly Johnson)

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Shane Nackerud and Matthew Lee
use of Pressbooks (it is open source). Minitex pays a vendor to host it, but it can be hosted locally, because it is open source

https://mlpp.pressbooks.pub/
Minnesota Library Publishing Project – partner ship between Minitex and public libraries.

authoring tool. Platform to edit and publish.

Building an Ebook Platform from Scratch: Are You Daft?

https://blog.stcloudstate.edu/ims/2017/03/07/library-technology-conference-2017/ 

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Alex Kent, Digital Initiative Librarian

Islandora

Islandora Overview: PASIG May 2013 from Mark Leggott

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OER stakeholders and critical contacts on your campus: CETL, TLTR

Preparation: as per link above, the libraray (former LRS) met in the spring of 2015

what is the role of the library staff in the OER movement. promote what already exists. Open textbook group https://www.cccoer.org/

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Stephen Kelly, OER Project Grants Manager

https://www.opened.com/

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more on OER in this IMS blog

https://blog.stcloudstate.edu/ims?s=open+source

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