10. Ground rules for today
• Comments and questions gleefully
welcomed.
• Social media use celebrated and
possibly exploited.
• Please avoid technobabble.
11. Ground rules for today
• Chinese restaurant menu
metaphor
• If we go too fast, stomp on the
brakes.
26. The ePortfolio
Advantages
• Evidence of learning and growth
• Metacognition through longitudinal reflection
• Deepens audience understanding of learner
• Don’t talk to me - go to AAEEBL!
30. Big data and data analyticsBig data and data analytics
Improve student outcomes
Adaptive learning
Integration w/assessment
31. Uses of social media
•Student work
•Faculty work
•Staff development
•Research
32. New learning spaces
• Smart classrooms
• Reconfigurable classes
• Learner-centered “
• The commons
• http://learningspacetoolkit.org
33. 3d printing in higher education
https://www.flickr.com/photos/cogdog/7729488378/
34. Reasons to do 3d
visualization
• teaching
• also research
and creative
work
http://en.wikipedia.org/wiki/File:3D_printed_Spinosaurus_skulls.jpg
35. Reasons to do 3d
making stuff
• Prototyping
• Design thinking
• Sheer creativity
• https://
www.youtube.com/watch?v=w2MSXho_KlU
Save $$ in object purchasing and
replacement
36. Which academic fields?
• Classical studies and archaeology
• History (ex: http://
digital.vpr.net/post/students-recreate-hist
)
• Creative arts (i.e., fashion, studio art,
theater)
• Engineering
• Robotics
37. Which academic fields?
• Math
• Geography and geology
• Life sciences, allied health
fields
• Media studies ("critical making")
• Business (study impact; new
opportunities)
38. Strategic questions
• What type of institution? (research
vs engineering vs CC vs LAC)
• Which disciplines show interest?
• Is interest aimed at research or
teaching?
• Will you partner with off-campus
interest and/or support?
39. Campus sites
• Library
• Makerspace (Abilene Christian
University,
http://go.nmc.org/rema)
• 3d lab
• Professor’s office
52. Selected principles
Yes, technical skills are required.
Ensure a baseline:
https://www.microsoft.com/en-us/DigitalLiteracy/basiccurriculum.aspx
53. Selected principles
Information literacy:
“a set of abilities requiring individuals
to ‘recognize when information is
needed and have the ability to locate,
evaluate, and use effectively the
needed information.’”
-Association of College and Research Libraries
56. Selected principles
Computational thinking:
“a way of solving problems, designing systems,
and understanding human behavior that draws
on concepts fundamental to computer science.
To flourish in today's world, computational
thinking has to be a fundamental part of the way
people think and understand the world. “
-Carnegie-Mellon University
59. Selected principles
Computational thinking
“means thinking algorithmically and
with the ability to apply mathematical
concepts such as induction to
develop more efficient, fair, and
secure solutions.”
Carnegie-Mellon University
62. Selected principles
Active, productive student work
“Education should not be about merely learning how to
consume; education should be about becoming an
active participant in the major communication functions
of society. Just as we not only teach students to read, but
we also teach them how to write, how to assemble their
writings into forms others will want to read, how to speak
publicly, etc., in a digital age we need to teach our
students how to author and distribute digital works.”
-Howard Besser, http://tcla.gseis.ucla.edu/divide/politics/besser.html
63. At a different level
The best
digital literacy
is storytelling
https://www.youtube.com/watch?v=W6yVCgoBn-I
64. At a different level
• Integrativ
e
• Creative
• Voice
https://twitter.com/williams_war
66. Digital literacy applies to non-digital domains
• Impacts non-digital information
flows
• Alters spaces
• Makes students - citizens - harder
to manage
67. Digital literacy is socially and politically insurgent
https://www.flickr.com/photos/77688862@N02/20014884218/
68. Digital literacy is socially and politically insurgent
• In the classroom
• In the community
• About policy
70. Gaming as part of mainstreamGaming as part of mainstream
cultureculture
Median age of gamers shoots past
30
Industry size comparable to music
Impacts on hardware, software,
interfaces, other industries
Large and growing diversity of
platforms, topics, genres, niches,
players
74. •Joost Raessens and Jeffrey Goldstein, eds,
Handbook of Computer Game Studies (MIT, 2005)
•Frans Mayra, An Introduction to Game Studies
(Sage, 2008)
•Pat Harrigan and Noah Wardrip-Fruin, eds. Third
Person: Authoring and Exploring Vast Narratives
(MIT, 2009)
Game studies as academic fieldGame studies as academic field
77. Some impacts on campusesSome impacts on campuses
Changes in hardware,
software
Part of undergraduate life
Learning content, both
informal and formal
Career paths
79. The CIO POV
1. Information Security 2. Optimizing Educational
Technology
“In 2016, higher education IT organizations are divesting themselves
of technologies that can be sourced elsewhere and of practices that
have become inefficient and are reinvesting to develop the necessary
capabilities and resources to use information technology to achieve
competitive institutional differentiation in student success,
affordability, and teaching and research excellence.”
•http://er.educause.edu/articles/2016/1/top-10-it-issues-2016
80. Selected challengesSelected challenges
Attracting skilled staff
Keeping up w/changes
Digital security threats
growing (ex: Rutgers)
Changes in library role
The National Institute for Technology in Liberal Education (NITLE) works with a diverse community of liberal arts colleges and universities. This national network is focused on developing a deep understanding of the undergraduate student experience, the impact of the broader technological environment on teaching and learning, and the future of liberal education.