Aug
2014
Digital Literacy for St. Cloud State University
Pricing/subscription:
thinglink $300
Sketchfab https://sketchfab.com/plans $79 monthly $80 x 12 = ~$900
CoSpaces https://www.cospaces.io/edu/pricing.html $74.99 per year https://www.cospaces.io/edu/pricing.html
Qlone ($29.99)
ready-to-go resources for merge cube:
apps for merge cube:
https://www.arvreduhub.com/merge
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Merge cube, the basics”
to create merge cube content in Cospaces.edu, an paid add-on is needed.
Scan object with Qlone, upload as OBJ file ($29.99) and merge cube it with the object uploader app:
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More on Merge Cube in this IMS blog
https://blog.stcloudstate.edu/ims?s=mergecube
http://www.edteck.com/dbq/more/analyzing.htm
http://teachingprimarysources.illinoisstate.edu/MCTPS/PD_Guide/Section_4.pdf
https://www.archives.gov/education/lessons/worksheets
https://www.loc.gov/teachers/usingprimarysources/
https://conference.iste.org/uploads/ISTE2017/HANDOUTS/KEY_108132637/29732_flyer_CP_DocAnaly.pdf
https://www.iste.org/explore/articleDetail?articleid=15&category=Set-the-standard&article=
(see rubric)
https://www.iste.org/docs/excerpts/MEDLIT-excerpt.pdf
(see rubric)
Thinglink, Google Expeditions, Poly, 3D printing
Ulla, Founder and CEO of ThingLink
digital storytelling at the Festival Della Didattica Digitale (Digital Teaching Festival) in Italy.
the trending but undefined concepts of digital storytelling and immersive learning
definition
Storytelling is a logical form of thought. It is an analytical process including perception, labeling, organizing, categorizing real and imaginary objects and their real and imaginary relations in speech.
Q: What do you think immersive documentation technologies such as 360 images and videos can bring to this process?
V: 360 degree media and virtual reality are cultural-historically developed tools that mediate our relationship to the world in a new way. They expand the possible fields of perception transcending space and time. Perception precedes other psychological functions.
Definition
Immersive storytelling can be understood as an activity through which students use language to visualize relations and meaning in 360 degree digital environments. Naming or describing relations between objects in our field of perception using verbal or visual language awakens intellectual processes fundamental to learning.
Q: Would you say immersive storytelling is a form of creative play?
V: That is a possible interpretation. Play is a psychological process through which we create an imaginary situation or place, reflecting or separating objects and their actual meaning, or creating new meanings. The ability to digitally create and modify situations and environments can be understood as a form of play, opening a realm of spontaneity and freedom, connected with pleasure.
Q: Can robots help us learn? Is AI already the More Knowledgeable Other?
V: The More Knowledgeable Other (MKO) refers to anyone or anything who has a better understanding or a higher ability level than the learner, with respect to a particular task, process, or concept. If a robot with artificial intelligence can function as an MKO and support our problem solving, it can expand our Zone of Proximal Development.
Jamie Heiman.
All materials on #DigitalLiteracy in the IMS blog here: https://blog.stcloudstate.edu/ims?s=digital+literacy
Scenario for digital literacy in English classes:
July 18, 2018
high school students now create infographics, BuzzFeed-like quizzes and even virtual reality (VR) experiences to illustrate how they can research, write and express their thoughts.
technology — using sites like CoSpaces Edu and content learning system Schoology (my note: the equivalnet of D2L at SCSU) — to engage and empower her students.
Thinklink, during a session called “Virtually Not an Essay: Technological Alternatives to a standard essay assignment.” (see this blog materials on ThingLink and like here: https://blog.stcloudstate.edu/ims?s=thinglink. The author made typo by calling the app “ThinKlink, instead of ThinGlink. Also, to use Thinglink’s Video 360 editor, the free account is not sufficient and the $125/month upgrade is needed. Not a good solution for education)
Jamie: I would love to discuss with you #infographics and #Thinglink for use in your courses and the Departmental course.
Digital literacy (DL): options, ideas, possibilities
please consider the following opportunities:
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more on digital assessment in this IMS blog
https://blog.stcloudstate.edu/ims?s=edpuzzle
In 2015, former library dean purchased two large touch-screen monitors (I believe paid $3000 each). Shortly before that, I had offered to the campus fitting applications for touch screens (being that large screens or mobiles):
Both applications fit perfect the idea of interactivity in teaching (and learning) – https://blog.stcloudstate.edu/ims?s=interactivity
With the large touch screens, I proposed to have one of the large screens, positioned outside in the Miller Center lobby and used as a dummy terminal (50” + screens run around $700) to mount educational material (e.g. Guenter Grass’s celebration of his work: https://blog.stcloudstate.edu/ims/2015/04/15/gunter-grass-1927-2015/ ) and have students explore by actively engaging, rather than just passively absorbing information. The bus-awaiting students are excellent potential users and they visibly are NOT engaged by by the currently broadcasted information on these screens, but can be potentially engaged if such information is restructured in interactive content.
The initial library administration approval was stalled by a concern with students “opening porno sites” while the library is closed which, indeed, would have been a problem.
My 2015 inquiry with the IT technicians about freezing a browser and a specific tab, which could prevent such issues, but it did not go far (pls see solution below). Failing to secure relatively frigid environment on the touch screen, the project was quietly left to rot.
I am renewing my proposal to consider the rather expensive touch screen monitors, which have been not utilized to their potential, and test my idea to engage students in a meaningful knowledge-building by using these applications to either create content or engage with content created by others.
Further, I am proposing that I investigate with campus faculty the possibility to bring the endeavor a step further by having a regularly-meeting group to develop engaging content using these and similar apps; for their own classes or any other [campus-related] activities. The incentive can be some reward, after users and creators “vote” the best (semester? Academic year?) project. The less conspicuous benefit will be the exposure of faculty to modern technology; some of the faculty are still abiding by lecturing style, other faculty, who seek interactivity are engulfed in the “smart board” fiction. Engaging the faculty in the touch screen creation of teaching materials will allow them to expand the practice to their and their students’ mobile devices. The benefit for the library will be the “hub” of activities, where faculty can learn from each other experience[s] in the library, rather than in their own departments/school only. The reward will be an incentive from the upper administration (document to attach in PDR?). I will need both your involvement/support. Tom Hergert by helping me rally faculty interest and the administrators incentivizing faculty to participate in the initial project, until it gains momentum and recognition.
In the same fashion, as part of the aforementioned group or separate, I would like to host a regularly-meeting group of students, who besides play and entertainment, aim the same process of creating interactive learning materials for their classes/projects. Same “best voted” process by peers. My preferable reward: upper administration is leaving recommendation in the students’ Linkedin account for future employers. I will need both your involvement/support. The student union can be decisive in bringing students to this endeavor. Both of you have more cloud with the student union then only a regular faculty such as me.
In regard to the security (porn alert, see above) I have the agreement of Dr. Tirthankar Ghos with the IS Department. Dr. Ghosh will be most pleased to announce as a class project the provision of a secure environment for the touch screen monitor to be left after the group meetings for “use” by students in the library. Dr. Ghosh is, however, concerned/uncertain with the level of cooperation from IT, considering that for his students to enable such environment, they have to have the “right” access; namely behind firewalls, administrative privileges etc. Each of you will definitely be more persuasive with Phil Thorson convincing him in the merit of having IS student work with SCSU IT technician, since it is a win-win situation: the IT technician does not have to “waste time” (as in 2015) and resolve an issue and the IS student will be having a project-based, real-life learning experience by enabling the project under the supervision of the IT technician. Besides: a. student-centered, project-based learning; b. IT technician time saved, we also aim c. no silos / collaborative SCSU working environment, as promised by the reorganization process.
My note:
#appsmashing must be the evolution of the ~ 2010 #mashup
from: http://www.zigzagstech.com/app-smashing
http://k12technology.weebly.com/app-smashing.html
App Smashing is the process of using multiple apps to create projects or complete tasks. App Smashing can provide your students with creative and inspired ways to showcase their learning and allow you to assess their understanding and skills.
http://thinglinkblog.com/2014/12/18/6-amazing-appsmashes-to-inspire-creativity/
http://edtechteacher.org/unleashing-creativity-greg-kulowiec-app-smashing-from-beth-holland/
https://padlet.com/lmoore4/72nzkwdipo5y
Content created in one app transferred to and enhanced by a second app and sometimes third. Preferably the final product is then published to the web – remember, digital presence is the new résumé (CV).
http://blog.whooosreading.org/19-apps-to-make-app-smashing-a-smashing-success/
thinglink, youtube, padlet, seesaw, realtimes,
By Sri Ravipati 05/16/17
https://campustechnology.com/articles/2017/05/16/6-vr-trends-to-watch-in-education.aspx
VR devices are expected to increase 85 percent by 2020, with gaming and educational applications driving most of that growth.
Maya Georgieva, an ed tech strategist, author and speaker with more than 15 years of experience in higher education and global education. Georgieva is co-founder of Digital Bodies, a consulting group that provides news and analysis of VR, AR and wearables in education
Emory Craig, currently the director of e-learning at the College of New Rochelle,
six areas with promising developments for educators.
1) More Affordable Headsets
the Oculus Rift or HTC Vive, which I really like, you’re talking close to $2,000 per setup. the 2017 SXSWedu conference,
Microsoft has been collaborating with its partners, such as HP, Acer, Dell and Lenovo, to develop VR headsets that will work with lower-end desktops. Later this year, the companies will debut headsets for $299, “which is much more affordable compared to HoloLens
many Kickstarter crowdfunding efforts are bound to make high-end headsets more accessible for teaching.
the NOLO project. The NOLO system is meant for mobile VR headsets and gives users that “6 degrees of freedom” (or 6 DoF) motion tracking that is currently only found in high-end headsets.
2) Hand Controllers That Will Bring Increased Interactivity
Google Daydream Samsung has also implemented its own hand controller for Gear VR
Microsoft new motion controllers at Microsoft Build
zSpace, with their stylus and AR glasses, continue to develop their immersive applications
3) Easy-to-Use Content Creation Platforms
Game engines like Unity and Unreal are often a starting point for creating simulations.
Labster, which creates virtual chemistry labs — will become important in specialized subjects
ThingLink, for example, recently introduced a school-specific editor for creating 360-degree and VR content. Lifeliqe, Aurasma and Adobe are also working on more interactive tools.
5) 360-Degree Cameras
6) Social VR Spaces
AltspaceVR h uses avatars and supports multiplayer sessions that allow for socialization and user interaction.
Facebook has been continuing to develop its own VR platform, Facebook Spaces, which is in beta and will be out later this year. LectureVR is a similar platform on the horizon.
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more on augmented reality in this IMS blog
https://blog.stcloudstate.edu/ims?s=augmented
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https://blog.stcloudstate.edu/ims/2019/08/27/reading-teenagers-electronic-devices/
Children who use smartphones, tablets, and video games for more than seven hours a day are more likely to experience premature thinning of the cortex, the outermost layer of the brain that processes thought and action, a 2018 study found. https://t.co/OJe6ZTBVkx
— EdWeek Teacher (@EdWeekTeacher) August 1, 2019
research showing how laptops can be more of a distraction than a learning enabler. Purdue University even started blocking streaming websites such as Netflix, HBO, Hulu and Pandora.
But others say banning laptops can be counterproductive, arguing these devices can create opportunity for students to discover more information during class or collaborate. And that certain tools and technologies are necessary for learners who struggle in a traditional lecture format.
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The professor is upset. The professor has taken action, by banning laptops.
Bruff, whose next book, Intentional Tech: Principles to Guide the Use of Educational Technology in College Teaching, is set to be published this fall, is among the experts who think that’s a mistake. Why? Well, for one thing, he said, students are “going to have to graduate and get jobs and use laptops without being on Facebook all day.” The classroom should help prepare them for that.
By Jack Grove Twitter: @jgro_the April 4, 2017
findings, published in the journal Economics of Education Review in a paper, based on an analysis of the grades of about 5,600 students at a private US liberal arts college, found that using a laptop appeared to harm the grades of male and low-performing students most significantly.
While the authors were unable to definitively say why laptop use caused a “significant negative effect in grades”, the authors believe that classroom “cyber-slacking” plays a major role in lower achievement, with wi-fi-enabled computers providing numerous distractions for students.
April 07, 2006
http://www.chronicle.com/article/A-Law-Professor-Bans-Laptops/29048
by Anne Curzan http://www.chronicle.com/blogs/linguafranca/2014/08/25/why-im-asking-you-not-to-use-laptops/
http://www.sciencedirect.com/science/article/pii/S0360131512002254
March 13, 2017
http://www.chronicle.com/article/The-Distracted-Classroom/239446
http://www.chronicle.com/article/Welcome-Freshmen-Look-at-Me/237751
October 28, 2015
http://www.chronicle.com/article/Memorization-Cheating-and/233926
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intrinsic motivation:
https://blog.stcloudstate.edu/ims/2019/11/13/intrinsic-motivation-digital-distractions/
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Blended Learning – the idea of incorporating technology into the every day experience of education – can save time, raise engagement, and increase student retention.
Lets face it, our students are addicted to their phones. Like…drugs addicted. It is not just a bad habit, it is hard wired in their brains(literally) to have the constant stimulation of their phones.
If you are interested in the research, there is a lot out there to read about how it happens and how bad it is.
a Scientific American article published about a recent study of nomophobia – on adults (yes, many of us are addicted too).
http://www.chronicle.com/blogs/profhacker/best-practices-for-laptops-in-the-classroom/39064
September 11, 2016
http://www.chronicle.com/article/No-Banning-Laptops-Is-Not-the/237752
http://www.chronicle.com/blogs/conversation/2014/09/23/dont-ban-laptops-in-the-classroom/
https://tomprof.stanford.edu/posting/1157
http://techist.mcclurken.org/learning/on-not-banning-laptops-in-the-classroom/
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F January 26, 2001
http://www.chronicle.com/article/Colleges-Differ-on-Costs-and/17848
http://www.chronicle.com/blogs/profhacker/bring-your-own-device-policies/42732
June 13, 2014, 2:40 pm By Robert Talbert
https://www.edutopia.org/article/3-tips-managing-phone-use-class
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more on mobile learning in this IMS blog
https://blog.stcloudstate.edu/ims?s=mobile+learning