The 2016 EDUCAUSE MEGA Post

Hey y’all! Here’s my “MEGA POST” for my stint at the 2016 EDUCAUSE national conference in Anaheim from October 25 – 28.

Tuesday, October 25

Wednesday, October 26

Thursday, October 27

Friday, October 28

  • [ KEYNOTE ] Because I Said I Would

Student Mobile Takeover: Announcing the Winners of the Great Mobile Appathon

Presenters

  • Mark Albert, Director, University Web & Identity Services, The George Washington University
  • Andrew Yu, Founder and CTO, Modo Labs, Inc.
  • Matthew Willmore, mobileND Program Manager, University of Notre Dame

Goal was to get the tools for managing web apps into the hands of non-technical people at universities, so that they could make amazing apps themselves.

Schools participating in this event iteration included:

  • George Washington
  • Harvard
  • Florida State University
  • Notre Dame
  • Arizona State University

FSU

  • 14 teams, 56 students competing in total
  • Students and university benefited from this competition
  • We like the fact that through this competition, we can see exactly what student want
  • Students enjoyed the experience
  • “NutitioNOLE” was the winner at FSU
  • Eat, move learn

George Washington

  • Great way to raise awareness of the platform
  • Better understand how students wish to use their mobile devices
  • Better understand the gap between the app and student needs
  • To get the word out, we did posters, postcards, email blast, reminders to students in class
  • 80+ students; 12 teams competed
  • Outstanding ideas from our students
  • Modo’s support was great
  • 2nd place: parking app
  • 1st place: Gworld – campus ID card: dining/retail, printing, load $$, places to study

ASU

  • Fun and competitive environment to find out what our students want
  • Marketed via web site, My ASU banner ads, email
  • 10 teams, great wide-ranging ideas
  • Of our judges, each had a different winner
  • 2nd place: travel on campus
  • 1st place: ASUFit – targets fitness culture and social engagement

Harvard

  • Driven by student interest; strong culture of hackathons; event that allowed non-programmers to participate
  • Marketed via Student IT interest groups, student houses, SoMe, school CIOs
  • Intense, collaborative, inspiring
  • 2nd place: dining app that includes nutritional information so students can choose the correct
  • 1st place: bliss, a resource for maintaining mental health

Notre Dame

  • Always seeking opportunities to engage students in real-world development and design
  • Equal interest in students with and without technical chops
  • First opportunity for us to see how well students could use Publisher
  • Proved to us that we can use students more to manage our mobile app material
  • Marketed via: campus flyers, table tents, email, banner and home screen icon, co-promotion with other like events
  • 7 teams
  • 2nd place: Rate My Plate – allows students to provide feedback about dining services.
  • 1st place: Mary’s View – highly visual way to find events of interest around campus; incorporates maps so students can find events near their location.

Judges & Judging Criteria

  • Chris Barrows, NYU
  • Jenny Gluck, Syracuse
  • Julia Zaga, Uber
  • Santhana Naidu, Indiana State
  • Sarah Hoch, GE Power
  • Eric Kim, Modo Labs
  • Judging Criteria: address challenge of improving campus life; creativity and innovation; design/user experience; completeness

Harvard’s “Bliss” App is the winner!

 

Developing a Mobile App to Track Student Engagement in High-Impact Practices

Presenters

  • Amir Dabirian, VP for IT-CIO, CSU Fullerton
  • Matthew Badal, Administrative Analyst, CSU Fullerton
  • Su Swarat, Director of Assessment and Educational Effectiveness, CSU Fullerton

What are HIPs?

  • Occur when students are actively engaged in the learning process
  • Students involved in HIPs report greater gains in learning in personal dev
  • Underrepresented students affected positively the most

Common HIPs

  • First year seminars
  • Common intellectual experiences
  • Learning communities
  • Writing intensive courses
  • Internships
  • Etc.

CSUF Strategic Plan

Presidential goal is to increase student persistence, increase grad rates, and narrow the achievement gap for underrepresented students.

  • Get 75% of all students involved in at least TWO HIPs.
  • Broaden access to HIPs
  • Curricular (course based) and co-curricular (activity) based programs

CSUF Definition

  • Transformational
  • Significant student engagement
  • Experiential learning
  • Etc. (the list is long)

Institutionalize HIPs through a Data-Driven Approach

  • We don’t want to call something HIP unless it actually IS a HIP
  • We triangulate each course/program through a set of criteria to ensure HIP quality
  • Over 4,000 students now in designated HIPs

HIPs Technology Tracking

  • Technology, Tools, Data Collection
  • LMS has HIPs Templates
  • Peoplesoft Tracking & Designation (transcript)

We started it all through a survey, and as a result of this, we decided to accomplish this via a mobile app, but .

We harness the power of our existing app…why? Because it has a killer app built in that students go back to again and again – PARKING.

Data Collection Technology Tools Attendance

  • iBeacon deployed in all classrooms
  • All our HIPs use this feature to ensure participation

How Does the App Work?

  • Shake phone to register attendance
  • For each course, we provide HIP activity items for students to record their participation in each.
  • Real-time integration to LMS; the LMS provides the ability for professors to drill-down and view student attendance and participation.
  • It’s still a work in progress. Faculty orientations are continuous, and we also help students learn how to use the app. App changes: addition of activity tracking for more customization; multiple hour tracking feature

Humans Make the App Work

Sample timeline in a semester:

  • Pre-semester: app improvement, faculty training
  • Weeks 1-2: in-class student training
  • Weeks 8-10: mid-semester check-in, ongoing tech support, initial data collection
  • Weeks 14-16: post survey administration, heavy data collection, final tech support

Data Analysis & Assessment

There were a lot of graphs in this portion of the session, so my notes are a bit thin here.

  • Most of the gains were attributable to our female students
  • Self reported learning gains were almost universal
  • The more feedback received, the more improvement seen
  • Data identified colleges where student involvement was higher or lower than expected; this has affected pedagogical practices

Product Management CG

Presenters

  • Chas Grundy, Manager, Product Services, University of Notre Dame
  • Deborah DeYulia, Director, Program Management, Duke University

Join the group: bit.ly/prodmgmtcg

What do you want from this group?

  • Learn how to create a culture that thinks in terms of products
  • Seeing a more developed product management group
  • Organizing around product management, interfaces to other parts of the organization

Product Manager vs. Project Manager

  • A product manager is the CEO of products. Goal is to deliver a product that customers love (intersection of UX, Tech, Business). Concerned with WHAT.
  • A project manager is responsible for achieving project objectives and is accountable for the outcome of the project. Concerned with HOW.
  • Common responsibilities
    • Align activities with strategic objectives
    • Work with cross-functional teams
    • Strong influential and collaborative skills
    • Guide critical decisions
    • Orchestrate key activities
    • Manage key deliverables
  • Product manager is more closely associated with strategic concerns.

Product Manager is a way to address ongoing sustainability of the products we use.

Product Management Boot Camp

  • Notre Dame’s Project Management office trains dozens of people how to be good project management. My goal was do the same for Product Managers for their own service offerings.
  • We outline what Product Management is through a half-day training; it’s about products and services.
    • What is Product Management?
    • Examples & scenarios
    • Services versus products
    • Framework: strategy (benchmarking, roadmap, customer research), Roadmap, Customer Research
    • Concept
    • Deploy: support, training
    • Manage: Communications, Metrics, Vendor Mgmt, Billing
    • Retire: when and how to retire a product
    • The Product Management Game
    • First 90 days
    • Community of Practice and Additional Resources

The First 90 Days Managing a Product

http://bity.ly/productcg90days

  • What do you want to accomplish?
  • ID expectations and goals
  • Familiarize yourself with the product
  • Join existing projects
  • Begin the vendor relationship
  • Benchmarking
  • Users & community
  • Support
  • Develop listening posts
  • Build lists of ideas to explore

The Future of Learning

Presenter

Sugata Mitra, Professor, Educational Technology, School of Education, Communication and Language, Newcastle University

The Hole in the Wall: 1999 – 2005

His experiment placed a single computer in a wall in a slum, publicly available to school children in New Delhi. This allowed students to learn how to use a computer just by fooling around and playing with it. It was a wildly successful experiment.

At that time, computers were considerably more expensive than they are today. The only organizations at that time that put computers out in public were banks – ATM machines. I did not explain to the children what it was when they asked – I told them “I don’t know!” While I stood there, they didn’t do anything except stare at me. So I walked away, and that’s when they started interacting with the computer. After eight hours, I came back and found that they were teaching each other how to surf the Internet, and so on. After a few days, they were downloading and playing games!

What does it need to work? A big screen, to be outdoors and free.

The important thing here is that THERE WAS NO TEACHER! Everywhere I went and conducted this experiment, I got the same results. The question I was asking was WHO was teaching the children, when I should have been asking WHAT was teaching the children. This creates a strange kind of learning. Children, given access to the Internet in groups, can learn anything by themselves.

In nine months, kids can learn completely on their own with the Internet, the same level of computer competence as an average administrative assistant in the West. From there, they can teach themselves anything.

SOLE: Self Organized Learning Environments

Connecting lots of individuals together creates emergent behavior in complex, self-organizing behavior. It became clear through this experiment that children in groups have an understanding that is greater than that of each individual. It was this collective “hive” mind that was working like an efficient teacher.

Can objectives be achieved without hierarchical management? YES! What is required is desire.

 

Children begin to answer questions far ahead of their time. It helps if you admire them. I called this the method of the grandparent; admire and respect the children’s knowledge. We created “The Granny Cloud” from 2009 onwards. Main admonishment is DO NOT TEACH!

With the winnings from Ted, we created the School in the Cloud, which combines aspects of the Hole in the Wall experiment with the Granny Cloud. School in the Cloud helps children with:

  • Reading comprehension
  • Communication skills
  • Internet searching skills
  • Self confidence

We think we can tell the learner where to go, but that’s not true.

The Challenge of Assessment

Current assessments match rooms filled with clerks from the 1920s. You need to be able to read, write, and do arithmetic. Talking to your neighbors was not encouraged.

In order to cater to the needs of an obsolete examination system, teachers, good or bad, need to use teaching methods from the 19th century. Instead, we need to make examinations look more like the Hole in the Wall experiment. “My phone and I” know how to do almost anything.

Comprehension, communication and computation: need to be the key concepts that include reading, writing and arithmetic. We need to ask ourselves: what is the best way to communicate?

Schools should produce happy, healthy and productive people.

We need a curriculum of questions, not facts, a pedagogy that encourages collaboration and use of the Internet, an assessment system that looks for productivity over process and method.

 

Continuing Adventures in Higher Ed & Technology