Archive of ‘e-learning’ category

weakest students and online classes

Weakest students more likely to take online college classes but do worse in them

Protopsalt is is a professor at George Mason University, where he directs Center for Education Policy and Evaluation.  He previously served as a senior official in the U.S. Department of Education.

The paper, “Does Online Education Live Up to Its Promise? A Look at the Evidence and Implications for Federal Policy,” was also written by Sandy Baum, an economist at the Urban Institute, a nonprofit research organization.

At four-year universities, students with high grades often did just as well in an online course, but those with low grades suffered more. Another 2017 study of students at a for-profit university which offers both in-person and online classes found that students who took an online class not only got lower grades in that class but also in future classes. Online students were more likely to drop out of college altogether than similar students who attended in-person classes.

The question is whether we should keep expanding online learning, with generous federal subsidies, to the most vulnerable students before colleges have tested and proven they can educate them adequately outside the classroom.

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more on online learning in this IMS blog
https://blog.stcloudstate.edu/ims?s=online+learning

learning experience design

Building a Learning Innovation Network

https://www.insidehighered.com/digital-learning/blogs/technology-and-learning/building-learning-innovation-network

new interdisciplinary field of learning innovation emerging.

Learning innovation, as conceptualized as an interdisciplinary field, attempts to claim a space at the intersection of design, technology, learning science and analytics — all in the unique context of higher education.

professional associations, such as POD, ELI, UPCEA, (https://upcea.edu/) OLC (https://onlinelearningconsortium.org/), ASU GSV (https://www.asugsvsummit.com/) and SXSW Edu (https://www.sxswedu.com/) — among many other conferences and events put on by professional associations.

A professional community of practice differs from that of an interdisciplinary academic network. Professional communities of practice are connected through shared professional goals. Where best practices and shared experiences form the basis of membership in professional associations, academic networks are situated within marketplaces for ideas. Academic networks run on the generation of new ideas and scholarly exchange. These two network models are different.

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https://elearningindustry.com/learning-experience-design-instructional-design-difference

“Learning Experience Design™ is a synthesis of Instructional Design, educational pedagogy, neuroscience, social sciences, design thinking, and User Experience Design.”

The Process: ADDIE Vs. Design Thinking

The Process: ADDIE Vs. Design Thinking

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more on LX design in this iMS blog
https://blog.stcloudstate.edu/ims?s=learning+design

proctoring and online learning

https://www.edsurge.com/news/2017-04-19-online-courses-shouldn-t-use-remote-proctoring-tools-here-s-why

when the option between taking a course online or in-person is provided, studies show students are more likely to stay in college.

Since the early days of online instruction, the response of many new instructors has been to figure out how to transfer elements of their face-to-face class into the online format. In response, education technology companies have been quick to create products that attempt to replicate in-person teaching. Some examples include learning management systems, lecture capture tools, and early online meeting systems.

online proctoring systems, such as ProctorU or Proctorio, replicate a practice that isn’t effective in-person. Exams are only good for a few things: managing faculty workload and assessing low level skill and content knowledge. What they aren’t good at is demonstrating student learning or mastery of a topic. As authors Rena Palloff and Keith Pratt discuss in their book “Assessing the Online Learner: Resources and Strategies for Faculty,” online exams typically measure skills that require memorization of facts, whereas learning objectives are often written around one’s ability to create, evaluate and analyze course material.

Authentic assessments, rather than multiple choice or other online exams, is one alternative that could be explored. For example, in a chemistry course, students could make a video themselves doing a set problems and explain the process. This would allow instructors to better understand students’ thinking and identify areas that they are struggling in. Another example could be in a psychology course, where students could curate and evaluate a set of resources on a given topic to demonstrate their ability to find, and critically analyze online information. (see Bryan Alexander‘s take on video assignments here: https://blog.stcloudstate.edu/ims?s=bryan+alexander+video+assignments

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more on online learning in this IMS blog
https://blog.stcloudstate.edu/ims?s=online+learning

more on proctoring in this IMS blog
https://blog.stcloudstate.edu/ims?s=proctor

AI in education

https://www.edsurge.com/news/2019-01-23-how-much-artificial-intelligence-should-there-be-in-the-classroom

a two-day conference about artificial intelligence in education organized by a company called Squirrel AI.

he believes that having AI-driven tutors or instructors will help them each get the individual approach they need.

the Chinese government has declared a national goal of surpassing the U.S. in AI technology by the year 2030, so there is almost a Sputnik-like push for the tech going on right now in China.

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more on AI in education in this IMS blog
https://blog.stcloudstate.edu/ims?s=Artificial+Intelligence+and+education

data driven education

https://www.kqed.org/mindshift/45396/whats-at-risk-when-schools-focus-too-much-on-student-data

The U.S. Department of Education emphasizes “ensuring the use of multiple measures of school success based on academic outcomes, student progress, and school quality.”

starting to hear more about what might be lost when schools focus too much on data. Here are five arguments against the excesses of data-driven instruction.

1) Motivation (decrease)

as stereotype threat. threatening students’ sense of belonging, which is key to academic motivation.

2) Helicoptering

A style of overly involved “intrusive parenting” has been associated in studies with increased levels of anxiety and depression when students reach college.

3) Commercial Monitoring and Marketing

The National Education Policy Center releases annual reports on commercialization and marketing in public schools. In its most recent report in May, researchers there raised concerns about targeted marketing to students using computers for schoolwork and homework.

Companies like Google pledge not to track the content of schoolwork for the purposes of advertising. But in reality these boundaries can be a lot more porous.

4) Missing What Data Can’t Capture

5) Exposing Students’ “Permanent Records”

In the past few years several states have passed laws banning employers from looking at the credit reports of job applicants.
Similarly, for young people who get in trouble with the law, there is a procedure for sealing juvenile records
Educational transcripts, unlike credit reports or juvenile court records, are currently considered fair game for gatekeepers like colleges and employers. These records, though, are getting much more detailed.

Sherry Turkle 2016 book

Sherry Turkle Says There’s a Wrong Way to Flip a Classroom

By Jeffrey R. Young     Oct 13, 2016

https://www.edsurge.com/news/2016-10-13-sherry-turkle-says-there-s-a-wrong-way-to-flip-a-classroom

“Reclaiming Conversation: The Power of Talk in a Digital Age,

It’s much more likely that students will get lit up by learning if they come in for office hours and they present a very imperfect argument and the teacher says, the mentor says, that’s not really right. That’s not really where it should be, but come back again. Come back here again. I’ll be here for you again.

So many faculty are kind of going in the opposite direction or saying we’re putting things online and you can take the course online.

definition flipped classroom
In a flipped classroom the idea is the students are learning the technical material at home and then the classroom time is designed to be about discussion of the material and questions about the material.
part of the narrative of a flipped classroom is that it’s somehow responding to a crisis of a deadened classroom instead of an enlivened classroom and that isn’t necessarily true.

an open laptop or an open iPad opens up a kind of cone of silence and attentional disarray around itself because students’ attention has sort of been taken by the open device.

We’re not using the technology really the way we should. And I think that education is a tough case because so much has been pitched and so much has been sold. Schools have been told that this is the future, and parents are told that this is the future. Actually, it’s not clear, it’s not clear how much of this is the future and how much some of this is just our feeling

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more on Sherry Turkle in this IMS blog
https://blog.stcloudstate.edu/ims?s=turkle

DGBL in higher ed

Digital Game-Based Learning in Higher Ed Moves Beyond the Hype

By George Lorenzo     Aug 4, 2016

https://www.edsurge.com/news/2016-08-04-digital-game-based-learning-in-higher-ed-moves-beyond-the-hype

Toolwire and Muzzy Lane, two digital game-based learning (DGBL) vendors that are making significant strides in higher education through their “serious game” products. The state of DGBL in higher ed is not nearly as prevalent and accepted as it is in K-12, but growing quickly.

Serious games feature evidenced-centered design, whereby data is collected, analyzed and adapted to the knowledge level of the player

Andy Phelps, director of the Rochester Institute of Technology Center for Media, Arts, Games, Interaction and Creativity (MAGIC) and executive committee member of the Higher Education Video Game Alliance (HEVGA),adds that “game-based learning has the opportunity to really challenge our assumptions about linear modes of educational interaction.”

Muzzy Lane, s higher-education-oriented Practice Series games, in partnership with McGraw Hill, feature titles in Marketing, Spanish, Medical Office and Operations.

The Challenge of Creating Worthy GamesBoth Toolwire and Muzzy Lane DGBL products are not of the “Triple A” PlayStation 4 and Xbox One variety, meaning they do not have all the high-fidelity, digital-media bells and whistles that are inside the heavily advertised war games and sports games geared toward the more than $99 billion global video game consumer marketplace, according to gaming market intelligence company Newzoo.

the state of DGBL in higher education consists of very effective digital games of less-than-Triple A fidelity coming out of private companies like Toolwire and Muzzy Lane, as well as from a good number of college and university game design innovation centers similar to RIT’s MAGIC. These include the Games+Learning+Society (GLS) Center at the University of Wisconsin-Madison; the University of Southern California Interactive Media and Games Division, the Carnegie Mellon University Entertainment Technology Center and the New York University Game Center.

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more on DGBL in this IMS blog
https://blog.stcloudstate.edu/ims?s=dgbl

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