Posts Tagged ‘ID instructional design’

Educators in VR

Info on all presentations: https://account.altvr.com/channels/1182698623012438188

Charlie Fink: Setting the Table for the Next Decade in XR

Translating Training Requirements into Immersive Experience

Virtual Reality Technologies for Learning Designers

Virtual Reality Technologies for Learning Designers Margherita Berti

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Technology Acceptance and Learning Process Victoria Bolotina part 1

Technology Acceptance and Learning Process Victoria Bolotina part 2

Assessment of Learning Activities in VR Evelien Ydo part 2

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VR: So Much More Than a Field Trip Shannon Putman, Graduate Assistant/PhD Student, University of Louisville SPED special education https://account.altvr.com/events/1406092840622096803

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VR and Health Professionals Rob Theriault

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Transform Your History Lessons with AR and VR Michael Fricano II

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Transform Your History Lessons with AR and VR Michael Fricano II, Technology Integration Specialist https://www.arvreduhub.com/transform-history

Qlone App for 3D scanning

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2020 Educators in VR International Summit

The 2020 Educators in VR International Summit is February 17-22. It features over 170 speakers in 150+ events across multiple social and educational platforms including AltspaceVRENGAGErumiiMozilla Hubs, and Somnium Space.

The event requires no registration, and is virtual only, free, and open to the public. Platform access is required, so please install one of the above platforms to attend the International Summit. You may attend in 2D on a desktop or laptop computer with a headphone and microphone (USB gaming headphone recommended), or with a virtual device such as the Oculus Go, Quest, and Rift, Vive, and other mobile and tethered devices. Please note the specifications and requirements of each platform.

The majority of our events are on AltspaceVR. AltspaceVR is available for Samsung GearSteam Store for HTC ViveWindows Mixed Reality, and the Oculus Store for RiftGo and Quest users. Download and install the 2D version for use on your Windows desktop computer.

Charlie Fink, author, columnist for Forbes magazine, and Adjunct Faculty member of Chapman University, will be presenting “Setting the Table for the Next Decade in XR,” discussing the future of this innovative and immersive technology, at the 2020 Educators in VR International Summit. He will be speaking in AltspaceVR on Tuesday, February 18 at 1:00 PM EST /

International Summit

Setting the Table for the Next Decade in XR 1PM, Tues, Feb 18 https://account.altvr.com/events/1406089727517393133

Finding a New Literacy for a New Reality 5PM, Tues, Feb 18

https://account.altvr.com/events/1406093036194103494 schedule for new literacy

Finding a New Literacy for a New Reality

Dr. Sarah Jones, Deputy Dean, De Montfort University

This workshop with Dr. Sarah Jones will focus on developing a relevant and new literacy for virtual reality, including the core competencies and skills needed to develop and understand how to become an engaged user of the technology in a meaningful way. The workshop will develop into research for a forthcoming book on Uncovering a Literacy for VR due to be published in 2020.

Sarah is listed as one of the top 15 global influencers within virtual reality. After nearly a decade in television news, Sarah began working in universities focusing on future media, future technology and future education. Sarah holds a PhD in Immersive Storytelling and has published extensively on virtual and augmented reality, whilst continuing to make and create immersive experiences. She has advised the UK Government on Immersive Technologies and delivers keynotes and speaks at conferences across the world on imagining future technology. Sarah is committed to diversifying the media and technology industries and regularly champions initiatives to support this agenda.

Inter-cognitive and Intra-cognitive Communication in Virtual Reality

Inter-cognitive and Intra-cognitive Communication in Virtual Reality

Michael Vallance, Professor, Future University Hakodate

Currently there are limited ways to connect 3D VR environments to physical objects in the real-world whilst simultaneously conducting communication and collaboration between remote users. Within the context of a solar power plant, the performance metrics of the site are invaluable for environmental engineers who are remotely located. Often two or more remotely located engineers need to communicate and collaborate on solving a problem. If a solar panel component is damaged, the repair often needs to be undertaken on-site thereby incurring additional expenses. This triage of communication is known as inter-cognitive communication and intra-cognitive communication: inter-cognitive communication where information transfer occurs between two cognitive entities with different cognitive capabilities (e.g., between a human and an artificially cognitive system); intra-cognitive communication where information transfer occurs between two cognitive entities with equivalent cognitive capabilities (e.g., between two humans) [Baranyi and Csapo, 2010]. Currently, non-VR solutions offer a comprehensive analysis of solar plant data. A regular PC with a monitor currently have advantages over 3D VR. For example, sensors can be monitored using dedicated software such as EPEVER or via a web browser; as exemplified by the comprehensive service provided by Elseta. But when multiple users are able to collaborate remotely within a three-dimensional virtual simulation, the opportunities for communication, training and academic education will be profound.

Michael Vallance Ed.D. is a researcher in the Department of Media Architecture, Future University Hakodate, Japan. He has been involved in educational technology design, implementation, research and consultancy for over twenty years, working closely with Higher Education Institutes, schools and media companies in UK, Singapore, Malaysia and Japan. His 3D virtual world design and tele-robotics research has been recognized and funded by the UK Prime Minister’s Initiative (PMI2) and the Japan Advanced Institute of Science and Technology (JAIST). He has been awarded by the United States Army for his research in collaborating the programming of robots in a 3D Virtual World.

Create Strategic Snapchat & Instagram AR Campaigns

Create Strategic Snapchat & Instagram AR Campaigns

Dominique Wu, CEO/Founder, Hummingbirdsday

Augmented Reality Lens is popular among young people thanks to Snapchat’s invention. Business is losing money without fully using of social media targeting young people (14-25). In my presentation, Dominique Wu will show how businesses can generate more leads through Spark AR (Facebook AR/Instagram AR) & Snapchat AR Lens, and how to create a strategic Snapchat & Instagram AR campaigns.

Domnique Wu is an XR social media strategist and expert in UX/UI design.She has her own YouTube and Apple Podcast show called “XReality: Digital Transformation,” covering the technology and techniques of incorporating XR and AR into social media, marketing, and integration into enterprise solutions.

Mixed Reality in Classrooms Near You

Mixed Reality in Classrooms Near You

Mark Christian, EVP, Strategy and Corporate Development, GIGXR

Mixed Reality devices like the HoloLens are transforming education now. Mark Christian will discuss how the technology is not about edge use cases or POCs, but real usable products that are at Universities transforming the way we teach and learn. Christian will talk about the products of GIGXR, the story of how they were developed and what the research is saying about their efficacy. It is time to move to adoption of XR technology in education. Learn how one team has made this a reality.

As CEO of forward-thinking virtual reality and software companies, Mark Christian employs asymmetric approaches to rapid, global market adoption, hiring, diversity and revenue. He prides himself on unconventional approaches to building technology companies.

Designing Educational Content in VR

Designing Educational Content in VR

Avinash Gyawali, VR Developer, Weaver Studio

Virtual Reality is an effective medium to impart education to the student only if it is done right.The way VR is considered gimmick or not is by the way the software application are designed/developed by the developers not the hardware limitation.I will be giving insight about the VR development for educational content specifically designed for students of lower secondary school.I will also provide insights about the development of game in unity3D game engine.

Game Developer and VR developer with over 3 years of experience in Game Development.Developer of Zombie Shooter, winner of various national awards in the gaming and entertainment category, Avinash Gyawali is the developer of EDVR, an immersive voice controlled VR experience specially designed for children of age 10-18 years.

8:00 AM PST Research Virtual Reality Technologies for Learning Designers Margherita Berti ASVR

Virtual Reality Technologies for Learning Designers

Margherita Berti

Virtual Reality (VR) is a computer-generated experience that simulates presence in real or imagined environments (Kerrebrock, Brengman, & Willems, 2017). VR promotes contextualized learning, authentic experiences, critical thinking, and problem-solving opportunities. Despite the great potential and popularity of this technology, the latest two installations of the Educause Horizon Report (2018, 2019) have argued that VR remains “elusive” in terms of mainstream adoption. The reasons are varied, including the expense and the lack of empirical evidence for its effectiveness in education. More importantly, examples of successful VR implementations for those instructors who lack technical skills are still scarce. Margherita Berti will discuss a range of easy-to-use educational VR tools and examples of VR-based activity examples and the learning theories and instructional design principles utilized for their development.

Margherita Berti is a doctoral candidate in Second Language Acquisition and Teaching (SLAT) and Educational Technology at the University of Arizona. Her research specialization resides at the intersection of virtual reality, the teaching of culture, and curriculum and content development for foreign language education.

Wed 11:00 AM PST Special Event Gamifying the Biblioverse with Metaverse Amanda Fox VR Design / Biblioverse / Training & Embodiment ASVR

Gamifying the Biblioverse with Metaverse

Amanda Fox, Creative Director of STEAMPunks/MetaInk Publishing, MetaInk Publishing

There is a barrier between an author and readers of his/her books. The author’s journey ends, and the reader’s begins. But what if as an author/trainer, you could use gamification and augmented reality(AR) to interact and coach your readers as part of their learning journey? Attend this session with Amanda Fox to learn how the book Teachingland leverages augmented reality tools such as Metaverse to connect with readers beyond the text.

Amanda Fox, Creative Director of STEAMPunksEdu, and author of Teachingland: A Teacher’s Survival Guide to the Classroom Apolcalypse and Zom-Be A Design Thinker. Check her out on the Virtual Reality Podcast, or connect with her on twitter @AmandaFoxSTEM.

Wed 10:00 AM PST Research Didactic Activity of the Use of VR and Virtual Worlds to Teach Design Fundamentals Christian Jonathan Angel Rueda VR Design / Biblioverse / Training & Embodiment ASVR

Didactic Activity of the Use of VR and Virtual Worlds to Teach Design Fundamentals

Christian Jonathan Angel Rueda, research professor, Autonomous University of Queretaro (Universidad Autónoma de Querétaro)

Christian Jonathan Angel Rueda specializaes in didactic activity of the use of virtual reality/virtual worlds to learn the fundamentals of design. He shares the development of a course including recreating in the three-dimensional environment using the fundamentals learned in class, a demonstration of all the works developed throughout the semester using the knowledge of design foundation to show them creatively, and a final project class scenario that connected with the scenes of the students who showed their work throughout the semester.

Christian Jonathan Angel Rueda is a research professor at the Autonomous University of Queretaro in Mexico. With a PhD in educational technology, Christian has published several papers on the intersection of education, pedagogy, and three-dimensional immersive digital environments. He is also an edtech, virtual reality, and social media consultant at Eco Onis.

Thu 11:00 AM PST vCoaching Closing the Gap Between eLearning and XR Richard Van Tilborg XR eLearning / Laughter Medicine ASVR

Closing the Gap Between eLearning and XR

Richard Van Tilborg, founder, CoVince

How we can bridge the gap between eLearning and XR. Richard Van Tilborg discusses combining brain insights enabled with new technologies. Training and education cases realised with the CoVince platform: journeys which start on you mobile and continue in VR. The possibilities to earn from your creations and have a central distribution place for learning and data.

Richard Van Tilborg works with the CoVince platform, a VR platform offering training and educational programs for central distribution of learning and data. He is an author and speaker focusing on computers and education in virtual reality-based tasks for delivering feedback.

 

Thu 12:00 PM PST Research Assessment of Learning Activities in VR Evelien Ydo Technology Acceptance / Learning Assessment / Vaping Prevention ASVR
Thu 6:00 PM PST Down to Basics Copyright and Plagiarism Protections in VR Jonathan Bailey ASVR

 

Thu 8:00 PM PST Diversity Cyberbullying in VR John Williams, Brennan Hatton, Lorelle VanFossen ASVR

Learning analytics, student satisfaction, and student performance

Learning analytics, student satisfaction, and student performance at the UK Open University

https://www.tonybates.ca/2018/05/11/11025/
Rienties and his team linked 151 modules (courses) and 111,256 students with students’ behaviour, satisfaction and performance at the Open University UK, using multiple regression models.

There is little correlation between student course evaluations and student performance

The design of the course matters

Student feedback on the quality of a course is really important but it is more useful as a conversation between students and instructors/designers than as a quantitative ranking of the quality of a course.  In fact using learner satisfaction as a way to rank teaching is highly misleading. Learner satisfaction encompasses a very wide range of factors as well as the teaching of a particular course. 

this research provides quantitative evidence of the importance of learning design in online and distance teaching. Good design leads to better learning outcomes. We need a shift in the power balance between university and college subject experts and learning designers resulting in the latter being treated as at least equals in the teaching process.

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

Gestalt and Visual Communication

Gestalt principles in User Interface design.

How to become a master manipulator of Visual Communication.

Jan 16, 2018 Eleana Gkogka

https://medium.muz.li/gestalt-principles-in-ui-design-6b75a41e9965

Great designers understand the powerful role that psychology plays in visual perception. What happens when someone’s eye meets your design creations?

Gestalt (form, shape in German) is a group of visual perception principles developed by German psychologists in 1920s. It is built on the theory that “an organized whole, is perceived as greater than the sum of its parts”.

four key ideas:

Emergence

People tend to identify elements first in their general outlined form. Our brain recognizes a simple, well-defined object quicker than a detailed one.

Reification

People can recognize objects even when there are parts of them missing. Our brain matches what we see with familiar patterns stored in our memory and fills in the gaps.

Multi-Stability

People will often interpret ambiguous objects in more than one ways. Our brains will bounce back and forth between the alternatives seeking certainty. As a result, one view will become more dominant while the other one will get harder to see.

Invariance

People can recognise simple objects independently of their rotation, scale and translation. Our brain can perceive objects from different perspectives, despite their different appearance.

Proximity

Elements arranged close to each other are perceived as more related than those placed further apart. This way different elements are viewed mainly as a group rather than as individual elements.

the Common Region principle

A good Common Region example would be the card UI pattern; a well defined rectangular space with different bits of information presented as one. Banners and tables are good examples as well.

Similarity

Elements sharing similar visual characteristics are perceived to be more related than those not sharing similar characteristics.

We can use the principle of Similarity in navigation, links, buttons, headings, call to actions and more.

Closure

A group of elements are often perceived to be a single recognisable form or figure. The Closure also occurs when an object is incomplete, or parts of it are not enclosed.

We can use the Closure principle in Iconography, where simplicity helps with communicating meaning, swiftly and clearly.

Symmetry

Symmetrical elements tend to perceived as belonging together regardless of their distance, giving us a feeling of solidity and order.

It’s good to use Symmetry for portfolios, galleries, product displays, listings, navigation, banners, and any content-heavy page.

Continuation

Elements arranged in a line or a soft curve are perceived to be more related than those arranged randomly or in a harsh line.

The linear arrangement of rows and columns are good examples of Continuity. We can use them in menus and sub-menus, lists, product arrangements, carousels, services or process/progress displays.

Common Fate

Elements moving towards the same direction are perceived as more related than those moving in different directions, or not moving at all.

We can use the Common Fate principle in expandable menus, accordions, tool-tips, product sliders, parallax scrolls and swiping indicators.

User Interface Design isn’t all about pretty pixels and sparkly graphics. It’s mainly about communication, performance and convenience.

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more on ID in this IMS blog
https://blog.stcloudstate.edu/ims?s=instructional+design

influential tools for online learning

Online Learning’s ‘Greatest Hits’

Robert Ubell (Columnist)     Feb 20, 2019

https://www.edsurge.com/news/2019-02-20-online-learning-s-greatest-hits

dean of web-based distance learning

Learning Management Systems

Neck and neck for the top spot in the LMS academic vendor race are Blackboard—the early entry and once-dominant player—and coming-up quickly from behind, the relatively new contender, Canvas, each serving about 6.5 million students . The LMS market today is valued at $9.2 billion.

Digital Authoring Systems

Faced with increasingly complex communication technologies—voice, video, multimedia, animation—university faculty, expert in their own disciplines, find themselves technically perplexed, largely unprepared to build digital courses.

instructional designers, long employed by industry, joined online academic teams, working closely with faculty to upload and integrate interactive and engaging content.

nstructional designers, as part of their skillset, turned to digital authoring systems, software introduced to stimulate engagement, encouraging virtual students to interface actively with digital materials, often by tapping at a keyboard or touching the screen as in a video game. Most authoring software also integrates assessment tools, testing learning outcomes.

With authoring software, instructional designers can steer online students through a mixtape of digital content—videos, graphs, weblinks, PDFs, drag-and-drop activities, PowerPoint slides, quizzes, survey tools and so on. Some of the systems also offer video editing, recording and screen downloading options

Adaptive Learning

As with a pinwheel set in motion, insights from many disciplines—artificial intelligence, cognitive science, linguistics, educational psychology and data analytics—have come together to form a relatively new field known as learning science, propelling advances in a new personalized practice—adaptive learning.

MOOCs

Of the top providers, Coursera, the Wall Street-financed company that grew out of the Stanford breakthrough, is the champion with 37 million learners, followed by edX, an MIT-Harvard joint venture, with 18 million. Launched in 2013, XuetangX, the Chinese platform in third place, claims 18 million.

Former Yale President Rick Levin, who served as Coursera’s CEO for a few years, speaking by phone last week, was optimistic about the role MOOCs will play in the digital economy. “The biggest surprise,” Levin argued, “is how strongly MOOCs have been accepted in the corporate world to up-skill employees, especially as the workforce is being transformed by job displacement. It’s the right time for MOOCs to play a major role.”

In virtual education, pedagogy, not technology, drives the metamorphosis from absence to presence, illusion into reality. Skilled online instruction that introduces peer-to-peer learning, virtual teamwork and other pedagogical innovations stimulate active learning. Online learning is not just another edtech product, but an innovative teaching practice. It’s a mistake to think of digital education merely as a device you switch on and off like a garage door.

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

Evolving Field of Instructional Design

Ace of All Trades: New Research Looks at Evolving Field of Instructional Design

By Marguerite McNeal     May 6, 2016

https://www.edsurge.com/news/2016-05-06-ace-of-all-trades-new-research-looks-at-evolving-field-of-instructional-design

They lurk behind the scenes of a rapidly growing number of courses at colleges and universities, yet instructional designers are an elusive bunch. Their field is exploding—The Chronicle of Higher Education ranked it as one of the top 10 trends in higher ed this year—as more institutions pursue online and blended-learning offerings. But there hasn’t been much consensus on the role of instructional designers across institutions.

estimates at least 13,000 professionals are in the field at higher-ed institutions. Findings provide a glimpse of who instructional designers are:

  • The average age of IDs is 45 years old
  • 67 percent are female
  • 87 percent have master’s degrees
  • More than half have teaching experience

IDs reported that their duties vary from day to day, but that their work generally fits into four buckets: design (e.g., creating new or redeveloping old courses); management (e.g., overseeing projects from cradle to grave); training (e.g., helping faculty use new technologies); and support (e.g., providing timely help for LMS questions from faculty).

https://onlinelearningconsortium.org/webinar/instructional-designers-higher-education-role-responsibilities-experiences-ids/

https://onlinelearningconsortium.org/webinar/classroom-campus-wide-leveraging-instructional-designers-different-scales/

https://onlinelearningconsortium.org/webinar/moving-innovative-institution-forward-tools-strategies-instructional-designers/

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more on ID in this IMS blog
https://blog.stcloudstate.edu/ims?s=instructional+design

game based learning

https://www.edsurge.com/news/2016-01-20-game-based-learning-has-practical-applications-for-nontraditional-learners

Muzzy Lane Software, a Newbury, Mass.-based game development platform.

The study, “The Potential for Game-based Learning to Improve Outcomes for Nontraditional Students,” is based on research funded by the Bill & Melinda Gates Foundation and includes insights from a survey of 1,700 students, 11 in-person focus groups and interviews with teachers and school leaders. Educators said games could be especially helpful in several areas: auto-assessing whether students can apply what they’ve learned, building employment competencies and improving study skills.

Definition: Muzzy Lane characterizes them as learners who meet two of the following criteria: – returning to school after pausing their education,
– balancing education with work and family responsibilities,
– lower-income,
– English as a second language learners, or
– the first members of their families to attend college.

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more about game based learning in this IMS blog
https://blog.stcloudstate.edu/ims?s=game+based+learning

2019 Educause Horizon Report

2019 Horizon Report

Tuesday, April 23, 2019 https://library.educause.edu/resources/2019/4/2019-horizon-report

https://library.educause.edu/-/media/files/library/2019/4/2019horizonreport.pdf

p. 8 Modularized and Disaggregated Degrees

Only 2% of institutions have deployed digital microcredentials (including badging) institution-wide, but 29% are expanding or planning their use. —EDUCAUSE Strategic Technologies, 2019

p. 15 Increasing Demand for Digital Learning Experience and Instructional Design Expertise

A driving factor for mobile learning is the ownership of mobile devices, particularly the smartphone. In 2018, the Pew Research Center reported that 59% of adults globally own a smartphone, and research from the EDUCAUSE Center for Analysis and Research indicated that 95% of undergraduate students own smartphones. As mobile device ownership and usage have increased, mobile learning is no longer just focused on asynchronous interaction, content creation, and reference. More emphasis is emerging on content that is responsive instead of adaptive and on creating microlearning experiences that can sync across multiple devices and give learners the flexibility to learn on the device of their choice

p. 25 Mixed Reality

p. 36 Fail or Scale: AR and MR –
In 2016, the Horizon Expert Panel determined that augmented reality and virtual reality were two to three years from widespread adoption. By 2018, the notion of mixed reality was, at four to five years from adoption, even further out.

p. 38 Bryan Alexander: Gaming and Gamification (Fail or Scale)

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more on the Horizon reports in this IMS blog
https://blog.stcloudstate.edu/ims?s=horizon+report

online discussions activities

What Makes a Question Effective?

Thursday, April 18, 3:00–4:00 p.m. CDT

We answer the question we are asked. Asking good questions improves instructor/student communications and designing successful discussions begin by drafting good questions. Many of us are looking for ways to improve online discussion activities: let’s start with the questions we ask. Through a presentation and a facilitated discussion, we will explore how to get the type of responses we are looking for by looking at what makes a question effective.

About the presenter: Treden Wagoner, Instructional Designer, has an MA in Education and over 20 years’ teaching experience. He has specialized in education technology since 2002. As an instructional designer, Treden works with CEHD instructors to develop effective course sites and the integration of technology for teaching and learning. His interest in asking good questions began when he was an art museum educator.

Webinar details

Webinar link

Date: Thursday, April 18, 2019, 3:00−4:00 p.m. CDT

Code: 746 250 839

Password: MNLC@2019

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previous webinars’ recordings:

youtube iconLearning Commons YouTube Channel
https://www.youtube.com/channel/UCL5D8pOXtaGRV512wUQt5Qg

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

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