Tuesday, July 26, 2011

Learning space design resources


MIT

NC State

Cardinal Stritch
http://www.youtube.com/watch?v=CnU58hbYN1M


Recently Added

Wayne State
http://www.sciencedirect.com/science/article/pii/S0734331000000495

Herman Miller Education
http://hermanmiller.com/Education

Herman Miller Formal Classroom
http://hermanmiller.com/DotCom/jsp/designResources/imgSearchResults.jsp?prodId=286

Herman Miller "Mobile" Classrooms
http://hermanmiller.com/DotCom/jsp/designResources/imgSearchResults.jsp?prodId=286

Herman Miller Informal Spaces
http://hermanmiller.com/Education/Applications/Informal-Learning
http://hermanmiller.com/DotCom/jsp/designResources/imgSearchResults.jsp?prodId=287#

Laptop carts
http://www.da-lite.com/products/product.php?pID=318
http://www.pclocs.com.au/
http://www.uptime4u.com/acrobat_files/media_weapon_anthro.pdf
http://www.pc-security.com/PDF/DS-NSC-TD-20Flyer.pdf
http://www.spectrumfurniture.com/




Saturday, July 23, 2011

Drivers suck!

Don't you love it when you upgrade your hardware to a new OS and then half of the system doesn't work?! 

This blog post documents our experience updating our computer lab. 

The primary issues being the laptops 1.) will not project or work on external displays (i.e., monitors) and 2.) will not run Second Life.


The bottom line is our hardware, Latitude D830, etc., was not completely compatible with Windows 7, Enterprise, 64 bit, even though IT thought it would be.  Dell's site (see Tip 1) and a chat with tech support clearly confirmed it was not.    

Tip 1: Check the Dell site to see if your computer is Windows 7 compatible before updating your OS. For Dell, visit: 

Tip 2: Visit the Microsoft Windows 7 compatibility center before moving to the new OS.  Specifically, download the Windows 7 Upgrade Advisor. Both are available at:

and

Additionally, Dell has not created any Windows 7 drivers to support our hardware, which we could tell by visiting the Dell Latitude D830 Drivers page at:


Tip 3: Make sure Dell or computer manufacturer has created Windows 7 drivers already.  For Dell drivers, visit: 


Since there were no Dell Windows 7 drivers, I uploaded the Vista 64 bit nVidia Driver, R205370.

Once I downloaded it onto my computer and it loaded itself in the dell/drivers folder, I had to manual update the drive through the Device Manager.

External displays work!!!

However, Second Life wouldn't work. Second Life (and possibly other software products) were not compatible with Windows 7 64 bit.

Luckily, I ran into this blog post regarding graphics cards, which led me to this magnificent nVidia site.
http://community.secondlife.com/t5/English-Knowledge-Base/Graphics-cards/ta-p/700073

Tip 4: Visit the manufacturer site for your device to find the updated and appropriate driver.  Although the driver downloaded for Vista 64 bit worked for somethings, I needed the most recent update to get Second Life (and probably other software) to work.  Visit nVidia site to automatically detect the driver you need:

http://www.nvidia.com/Download/index.aspx

It recommended I update the driver I got on the Dell site, to this, 275.33 Driver:

http://www.nvidia.com/content/DriverDownload-March2009/confirmation.php?url=/Windows/275.33/275.33-notebook-win7-winvista-64bit-international-whql.exe&lang=us&type=GeForce%20M

and....

It worked!

As of this blog post, the "test" laptop *will* display on the projector and the monitor, and Second Life Viewer 2 *will* operate.

Checklist to follow!! Stay tuned! ;)

Wednesday, July 6, 2011

Social Media for Educators, Pre-order available in the UK

It looks like the book is more official.  WH Smith in the UK posted a page to order the book this week.  Check it out at:

Tuesday, July 5, 2011

UWM Exploring Mobile

Exploring Mobile Technologies to Increase Student Learning
Request for Proposal (RFP)
Funded by a UW System Curricular Redesign Grant

Priority Deadline: July 29, 2011

Overview

The University of Wisconsin System awarded a Curricular Redesign Grant to UWM’s Learning Technology Center to explore pedagogically effective uses of mobile technologies. More specifically, the goal of this project is to investigate the impact of mobile applications and devices on student interactions, engagement, and learning.


We would like to invite interested faculty and teaching academic staff to participate in this project where they will integrate mobile applications and devices into their Fall 2011 or Spring 2012 courses. Specifically, we are looking for student-centered, active learning experiences as described below. Proposals are not limited to these processes, and proposals that incorporate multiple processes are encouraged.

1.) Facilitating simulations or role play learning activities, which can include delivery of instructions and guidelines, data collection or information gathering, group communication, and more through student mobile devices.

2.) Developing student-created content through mobile capturing of video, audio, or images and possible sharing of students’ products through a social media tool, such as YouTube or Flickr.

3.) Fostering student learning through “off the shelf” mobile applications through the Apple App Store or Android Marketplace.

4.) Implementing a gaming curriculum or game-based learning activities facilitated through the use of mobile technologies.

5.) Developing innovative ways to deliver course content and information through mobile devices or applications.

6.) Utilizing mobile devices and applications for fieldwork, interviews, and research.

7.) Creating engaging face-to-face classes using mobile devices in order to create feedback or backchannel mechanisms in class.

The instructors selected for this program will receive support from the UWM Learning Technology Center in course redesign, be awarded a S&E stipend ranging from $500-$1,500, and be required to:

  • Integrate one substantial learning activity, using student-centered, active learning pedagogy, facilitated through the use of mobile devices that has the potential to impact student interactions, engagement, and learning for a Fall 2011 or Spring 2012 course;


  • Attend faculty consultations with LTC staff;


  • Assist with the LTC’s assessment of the impact of mobile devices (student pre and post survey, faculty survey); and


  • Participate in a debriefing session after the course is completed.


Background

The research suggests that the use of mobile devices is becoming more widespread.

  • 234 million Americans ages 13 and older used mobile devices (Flosi, 2010).
  • 55.7 million people in the U.S. own smartphones (Flosi, 2010).
  • The mobile Internet is being adopted at a faster rate than the desktop Internet (Morgan Stanley, 2010).
  • K-12 schools are allowing and even encouraging the use of mobile devices, including cell phones in the classroom (Project Tomorrow, 2010).
  • Beyond just Internet access, over 90% of 18-29 year olds use their mobile phones to send and receive text messages (Smith, Caruso, & Kim, 2010).
  • More than three-fourths of higher education students own and use a mobile device (Smith, Caruso, & Kim, 2010).


Mobility allows us to increase our access, efficiency, and effectiveness in meeting our process needs in teaching and learning. Our ability to retrieve, gather, and share information despite our distanciation in space and time is facilitate by mobile technology. It not only provides students access to course content and information, but facilitates opportunities to dialogue and collaborate, which can meet higher order learning needs. For faculty, they can overcome challenges of the face-to-face classroom and static learning technologies by using mobile technologies to create more informed classes, support instant exchanges of ideas and gathering of feedback, utilize new methods of student assessment through digital media, and implement experiential learning opportunities. Mobile learning opportunities have the ability to increase social interactions and engagement with students and among students.

Currently, the University of Wisconsin-Milwaukee (UWM) has been conducting studies on how mobile applications (e.g., Web clickers and Twitter Back Channel) and mobile devices (laptops, iTouch, smartphones, etc.) can enhance the student experience. Also, UWM has been investigating the ways in which tools such as Twitter and Facebook are using push down technology and SMS text messaging through mobile devices to more effectively communicate with students.  The evidence gathered indicates positive impact on student interaction, engagement, learning, and learning..

While research conducted by UWM on emerging technologies serves as a foundation for understanding how mobile and social learning can impact the learning process, more research is needed.  We are looking to further explore pedagogically effective combinations of mobile technologies facilitating active learning.

Application

Please submit a 2 page summary of your proposed project by July 29, 2011, via e-mail to  tjoosten@uwm.edu, for the priority deadline. Proposals will be accepted on a rolling basis until funding is no longer available. The selection of participants will be competitive.

The proposal should address the following:
  • How would using mobile devices and/or applications better facilitate student learning in your course? Specifically, what would be desired learning outcomes? how would you assess whether students achieved these learning outcomes? what is the learning activity in which students would take part?
  • What support do you need in designing this learning activity and your course design?
  • What mobile devices would your students use as part of this activity? What support would your students require?
  • Why would your course be a good opportunity to make use mobile learning?
  • Why are you a good candidate to participate in this grant project?


Please also complete the online form at:


This form will ask you for the following information:
  • Name
  • Email
  • Campus Address
  • Department and Discipline
  • Course Title
  • Course Enrollment Size and Level
  • Course Mode (f2f, blended or online)
  • Other Technologies Used in Course(s).


In the meantime, please contact us with any question at LTC@uwm.edu or 414.229.4319.

Best Regards,

Tanya Joosten and Sharon Stoerger
UWM Learning Technology Center

Resources

2011 Horizon Report: Mobiles

EDUCAUSE Mobile Computing Resources

EDUCAUSE Mobile Computing 5-Day Sprint - Summary

Mobile Learning Articles, E-books, and Reports

Pew Internet & American Life Project: Mobile

UWM Mobile Learning Articles, E-books, and Reports

UW System Mobile Learning Resources

UWSL Grant Project RFP

UW System Administration, Curricular Redesign Project

Request for Proposal (RFP):
Virtual Worlds, Second Life



Overview
The University of Wisconsin System awarded an Emerging Technology Grant to explore the effective use of virtual worlds, specifically Second Life, for teaching and learning. The goal of this project is to help faculty develop course activities designed to increase student engagement, sense of community, social presence, and learning through the use of virtual worlds. This project will also assess the impact of virtual worlds on teaching and learning.

We would like to invite interested faculty and teaching academic staff from the UW System to participate in this project that will assist their efforts to integrate virtual world technology into one of their Fall 2011 or Spring 2012 courses by creating a learning activity that uses Second Life as a technology to facilitate interaction and learning. The faculty members selected for this program will be awarded a small S&E stipend of $500 to attend the one day intensive workshop on July 28th, 2011, and redesign their course to include one substantial Second Life activity. All participants will receive course redesign support from the LTC. The activity developed will emphasize pedagogical best practices from UW System Second Life grant projects from 2008 - 2011.

Background
Virtual worlds, such as Second Life, have the potential to engage and motivate students by providing an alternative platform for learning where they can develop knowledge through observation, discourse, construction, and interaction through the 3D environment. They also provide a stage for students to share their work products through an immersive, synchronous medium. The Horizon Report, developed by the New Media Consortium and EDUCAUSE, reported that virtual worlds, such as Second Life, are an emerging technology that will impact higher education within three adoption horizons.

Second Life is a platform that students and faculty access through a free software download.  The software provides access to a virtual space where people can connect and interact with others.  More specifically, the virtual platform consists of virtual regions - islands and sims - where students congregate, share, communicate, and perform. These regions can have virtual facilities such as classrooms, meeting rooms, lecture halls, auditoriums, amphitheaters, galleries, exhibit halls, theaters, labs, medical facilities, and outdoor spots. Students navigate the Second Life environment as avatars, or digital representations of themselves. The avatars are customizable, which allow students to experiment with their own identity.

Students visiting virtual worlds can partake in various pedagogical activities, such as:



·   display work: written work, architectural objects, video and film, art pieces, in a public or semi-public forum;
·   complete collaborative activities focusing on behavioral and affective learning due to the simulative nature of the medium that provides a platform for experiential learning (role plays and simulations);
·   participate in virtual field trips and data gathering explorations; and
·   learn about concepts that relate to media and technology (e.g., virtual reality, identity, avatars, agency) through observation or participant observation.
Faculty who participate in this program will be required to:
1.  Attend a one day, intensive faculty development workshop on July 28, 2011;
2.  Complete the substantial redesign of one activity that includes the integration of Second Life for a fall or spring course (2011-2012);
3.  Assist with the formal evaluation of the impact of virtual worlds (student surveys and faculty surveys); and
4.  Participate in a debriefing session after the course is completed.
Application
Please complete the attached application form and submit no more than a 2-page summary describing the following:

·   How would you use Second Life to better facilitate student learning in your course?
·   What learning outcomes would be best achieved by implementing Second Life into your course?
·   How would you assess your learning outcomes from the newly integrated Second learning Life activity?
·   Why would your course be a good opportunity to make use of Second Life?
The selection of participants will be competitive.