Pivoting one’s pedagogical focus to relationship-building thus demands a learning process about the self and the students, and there are practical steps an instructor can consider when embarking on this paradigm shift.
1. Provide opportunities for students to reflect.
2. Prepare to learn about yourself and your students.
Arizona State University used a grant to obtain 140 Mirage Solo headsets from Lenovo. Just over one third of students have elected to receive one, at no cost, since the program piloted their use in 2018. Alternately, students can view simulations on a computer or a Google Daydream device
A lot of people wear corrective lenses. Designers may need to start thinking about how the devices accommodate glasses.”
For some disciplines and pedagogical objectives, VR experiences may not be readily available, says Dr. Matthew Bramlet, pediatric cardiologist and physician at OSF Children’s Hospital of Illinois, assistant professor of pediatrics at the University of Illinois College of Medicine at Peoria,
my note: Mark Gill, it seems similar to the WYSWYG interface you want to create:
To address that, U of I’s medical college developed its own content. Approximately 40 faculty members have created more than 250 VR lectures. The college provides access to Enduvo, a VR authoring tool Bramlet helped create, and lab space, featuring ceiling-mounted workstations equipped with HTC VIVE headsets powered by a variety of Dell, HP and other computers. Martina, do you want to approach them and ask how willing they would be to share their learning objects for our nursing programs?
my note: Martina, do same – approach this program
Alice Butzlaff, an assistant professor with The Valley Foundation School of Nursing at San Jose State University, created original teaching exercises through a program sponsored by eCampus, a university resource that offers design and training assistance to help faculty integrate AR/VR technology, including workshops and demos of its HTC VIVE, Samsung Gear VR and other equipment.
My note: Martina
Keep these factors in mind when designing a campus VR lab.
Connectivity: On-campus and online students may have different considerations in order to stream VR content smoothly, so plan accordingly to ensure everyone has high-quality access.
Staff oversight: A program manager or faculty member can manage access to equipment, particularly if limited headsets are available.
Alternative options: Some users experience vertigo or “VR sickness,” says EDUCAUSE’s D. Christopher Brooks, so instructors should consider other ways they can participate in VR-based projects.
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.
Application of Virtual Reality in Higher Education
Most colleges and universities are either not using virtual reality (VR) or are using it in more token ways. Yet, according to the Gartner Hype Cycle for Emerging Technologies 2018 report, these technologies are rapidly reaching a much more mature stage – holding more promise for higher education and student learning than ever before.For most institutions, however, this promise of VR in student learning is still unrealized.
That’s why we’ve designed a collection of webcasts and resources to help you explore how VR might fuel better learning outcomes. See below which of our webcasts and resources you and your team qualify for based on your membership status.
interview with Christopher Loss, one of the editors.
What role does technology play in some of the convergences that occur or are happening?
There’s a great essay in the collection by June Ahn, which deals with the idea of technology as a key mediating source and mechanism for the creation of various kinds of convergences between and among different sectors (my note: K12 and higher ed).
Americans like to see themselves as among the best in the world in education. But lately, the education leaders have been looking abroad for ideas, I think. What can we learn from countries that do have closer links between K-12 and higher ed?
Plamen Miltenoff was selected to serve on the Editorial Review Board (ERB) for the International Journal of Innovative Teaching and Learning in Higher Education (IJITLHE).
“Your term as a board member starts January 2019 and you will be expected to review up to 4 articles a year for the next 2 years. IGI Global advises to have up to 5 reviewers per article, so if the journal were to receive numerous submissions, I may need some volunteers to review additional articles. If that situation were to take place and you would like to be contacted to review more articles, please let me know and I will make a note.”
Badging programs are rapidly gaining momentum in higher education – join us to learn how to get your badging efforts off the ground.
Key Considerations: Assessment of Competencies
During this session, you will learn how to ask the right questions and evaluate if badges are a good fit within your unique institutional context, including determining ROI on badging efforts. You’ll also learn how to assess the competencies behind digital badges.
Key Technology Considerations
This session will allow for greater understanding of Open Badges standards, the variety of technology software and platforms, and the portability of badges. We will also explore emerging trends in the digital badging space and discuss campus considerations.
Key Financial Considerations
During this hour, we will take a closer look at answering key financial questions surrounding badges:
What does the business model look like behind existing institutional badging initiatives?
Are these money-makers for an institution? Is there revenue potential?
Where does funding for these efforts come from?
Partnering with Industry
Badging can be a catalyst for partnerships between higher education and industry. In this session, you will have the opportunity to learn more about strategies for collaborating with industry in the development of badges and how badges align with employer expectations.
Branding and Marketing Badges
Now that we have a better idea of the “why” and “what” of badges, how do we market their value to external and internal stakeholders? You’ll see examples of how other institutions are designing and marketing their badges.
Alongside your peers and our expert instructors, you will have the opportunity to brainstorm ideas, get feedback, ask questions, and get answers.
Next Steps and the Road Ahead: Where Badging in Higher Ed is Going
Most institutions are getting into the badging game, and we’ll talk about the far-reaching considerations in the world of badging. We’ll use this time to engage in forward-thinking and discuss the future of badging and what future trends in badging might be.
Google Expeditions can be a fairly inexpensive way to present content. Students who have smartphones (Android or iOS) can download the Google Cardboard app and Google Expeditions for free. VR glasses can improve the experience but are not required.
Ideas for using VR in class
Do you teach biology? Take them on a tour of a virus or a cell.
Are you a professor in the arts? Visit street art around the world or the Royal Shakespeare Company.
Are you a guidance or career counselor? Bring your students to Berklee College of Music or meet a robotics engineer or female firefighter in NYC.
Astronomy professor? Send your students on the Juno mission to Jupiter or to experience the aurora borealis.
Professors of education can build lessons with your students so they can teach elementary students about animal camouflage or take children on a tour of the Aztec and Mayan pyramids.
Digital transformation (DX) is having a profound impact across all industries, but what does it mean for higher education? Join members of the EDUCAUSE Digital Transformation Task Force as they describe their efforts to understand what DX means for higher education and why institutions should be planning for change now.
Explore how DX will impact higher education culture, workforce, and technology
Understand the importance of planning for digital transformation now
Learn about plans under way at EDUCAUSE to help institutions move forward with digital transformation initiative