10-Rep Learning ~ Teague's Tech Treks

Learning Technology & Tech Observations by Dr. Helen Teague

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Weekend Ed. Quote ~ July 15

“Multimedia technology empowers the educational process by means of increased interaction between teachers and the students.” ~A. Balu

Multimedia Tech

 

 

 

References

Balu, A. (2020). Contribution of Multimedia Technology in Education. Editorial Board, 9(2), 127.
      http://ijmer.s3.amazonaws.com/pdf/volume9/volume9-issue2(1)-2020.pdf#page=135 

 


#PBSReaders4Life

#GCUTEC544 #GCUTEC595 #GCUTEC516 #GCUTEC521
#CUNE607 #CUNE604, #CUNE605

 

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Weekend Ed. Quote ~ February 11

“You see, these days, we don’t talk the talk or even walk the talk. We write the talk.” ~ Erica Dhawan, author, Digital Body Language

We also read the talk.~ Teague

 

@EricaDhawan

Digital Body Language Tweet

https://twitter.com/TweetTeague/status/1492174612884512770

 

 

 

#GCUTEC544 #GCUTEC595 #GCUTEC516 #GCUTEC521
#CUNE604, #CUNE605

 


Dhawan, E. (2021). Digital Body Language: How to Build Trust and Connection, No Matter the Distance. St. Martin’s Press.

 

https://www.google.co.uk/books/edition/Digital_Body_Language_How_to_Build_Trust/GFgTEAAAQBAJ?hl=en&gbpv=1&printsec=frontcover

 

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Quantifying Instructional Practices: an informal timeline

For my graduate students….

The innovative work of John Hattie first in Visible Learning and next in The distance learning playbook, grades K-12: Teaching for engagement and impact in any setting, is the quantifying of instructional practices, especially involving a technological affordance.

The scope of the work of quantifying innovative instructional practices seemed stalled in the 1960’s -1970’s. In 1962, Dr. Everett Rogers published a groundbreaking book, Diffusion of Innovation, which addressed how ideas are transmitted through communication channels. Now in its fifth reprinting, Diffusion of Innovation is often linked with technological innovations and advances. During the 1970’s the work of Hall, Loucks, Rutherford, and Newlove produced a framework called “Levels of Use of the Innovation: A Framework for Analyzing Innovation Adoption,” addressed innovative processes.

But the Hattie team’s work guides educators (and all who instruct) in a quantitative pathway for the use of best practices. This is one of the many reasons, why I gently guide (i.e. push) for all of us to read and include the course textbook, which, as you will note is in its first edition.

Glad to learn along with you all and have the opportunity to provide an informal timeline!

 

 

References

Fisher, D., Frey, N., and Hattie, J. (2020). The distance learning playbook, grades K-12: Teaching for engagement and impact in any setting (1st ed.). Corwin. ISBN-13: 9781071828922

Hall, G. E., Loucks, S. F., Rutherford, W. L., & Newlove, B. W. (1975). Levels of use of the innovation: A framework for analyzing innovation adoption. Journal of teacher education26(1), 52-56. http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.869.5531&rep=rep1&type=pdf

Hattie, J. (2012). Visible learning for teachers: Maximizing impact on learning. Routledge.

Rogers, E. M. (1962). Diffusion of Innovation. Macmillan Publishing

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Gif creating with Animaker – Still the best

17from11_2021

 

The SCROLL Method (goo.gl/Wdp9CU) for online learning emphasizes Situating learning with personlized connections… Personalized gifs with

~ Lots of options… Animaker is still the best, easiest, quickest gif maker! #GCUTEC544 and #GCUTEC516

8From6

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Access Twitter and Start Learning – Gwen Best

Last night, at our “Tuesday Twenty” Google Meet, our guest expert Gwendolyn Best shared an informative infographic addressing social media integration.

She kindly provided the shared file and here it is: @ilovechalkdust_Twitter_OnePager

 

Thanks again, Gwen!

GwenBestGMeet2_23

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Media Literacy Musings made with FlipSnack

Media Literacy Musings Teague_ 1

Link to this FlipSnack: https://www.flipsnack.com/DrTeague/media-literacy-musings-1.html 

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Gratitude from India for Helpers

A Friend in India shared this message in a group post, “The whole of India came on their balconies/windows at 5pm today to show gratitude to the healthcare workers and everyone who has been providing us assistance in this crisis…People were clapping, whistling,ringing bells, all sorts of things for good 20 mins or more…I had goosebumps and tears rolling down the whole time…Would like to say a big Thank you to all the healthcare workers,cops,staff at grocery and pharmacy stores and everyone else who’s putting their life at stake to keep us safe,Thank you so much!”

🙏   Thank you, Neha Ahen! 

Is something similar possible in your town/neighborhood? Today would have been Mr Rogers’ 92nd birthday. I’m thinking about our neighborhoods today and those who serve to keep those neighborhoods safe. Is there a way for us to follow India’s example?

 

 

 

View Link: https://4oops.edublogs.org/files/2020/03/IndiaGratitudeMarch22Teague.mp4

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Nerd Research Minute: Video Games Before Bedtime

Does Playing Video Games Before Bedtime Affect Sleep?
Jeffrey A. Miskoff , Moiuz Chaudhri , Benjamin Miskoff

 

Abstract
Sleep serves a vital role in our ability to function on a daily basis and may be affected by various activities such as playing video games. Teenagers are one of the largest consumers of video games and if played before bedtime may lead to the release of certain neurotransmitters which may, in turn, alter sleep architecture and reduce sleep efficiency. The purpose of this study is to
measure 1) sleep efficiency 2) sleep latency 3) time spent in rapid eye movement (REM) stage with and without playing video games 30 minutes to 60 minutes before bedtime. For this study, one patient was recruited. The study was completed using a television, video game console, and a video game (Red Dead Redemption 4), Apnea Risk Evaluation System (ARES) nocturnal
polysomnogram (NPSG) unit, a bed and a blanket situated in a quiet room, a computer, printer, and a notebook for data recording. REM time and sleep latency were also measured. There were 45.6 minutes of REM with video games and 56.4 minutes of REM without video games. This was equivalent to 13.06% and 15.74% of the total sleep time, respectively. The sleep latency with
video games was shorter than without video games (11.4 and 23 minutes, respectively). Result suggests that there is no significant difference in sleep efficiency with and without video games. However, sleep latency decreased, and REM increased with video games.

 

Study Reference

Miskoff, J. A., Chaudhri, M., & Miskoff, B. (2019). Does Playing Video Games Before Bedtime Affect Sleep?. Cureus11(6). VideoGamesMiskoffChaudhriMiskoff2019

 

#PBSReaders4Life
#GCUTEC520

~~~

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New Media in the News

 

Original post: August 19, 2019 Pavilion is located at the University of Stuttgart

Share your New Media News!

 

 


 

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Today is NATIONAL SELFIE DAY

You’ve heard of art imitating life, but now tech crowds life!

Today, June 21st, is

NATIONAL SELFIE DAY

Yes, It’s National Selfie Day! Since the 2014, promotion by DJ Rick McNeely, there’s been a National Selfie Day, and on this day, nerds, luddites, and all mortals are encouraged to use their mobiles and digitals to take creative (appropriate) selfies and share them on social media at this hashtag:  #NationalSelfieDay

The word “selfie” is in the Oxford and Merriam-Webster Dictionaries! In 2013, the Oxford Dictionary named “selfie” as its word of the year! 

Here is my selfie of the word itself:

Selfie of Selfie

 

According to the National Day Calendar website, “while the act of taking a selfie may predate social media, smartphones and the word which is now in the Oxford dictionary, the popularity of taking these self-portraits and the ability to do so has never been easier. Selfie sticks and multi-functional camera phones make it all too easy to take these kinds of photographs as well as group selfies (aka groupies).”

For more information visit the National Selfie Day website.

See also this post from TV station WFAA, “It’s National Selfie Day! Meet the North Texas man who got it started” at this link.

 

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