Searching for "open education"

Coursera and the higher education

Coursera and the uncertain future of higher education

Coursera is blurring the lines between itself and institutions. The implications for the future of college education are profound.

https://fortune-com.cdn.ampproject.org/c/s/fortune.com/2021/10/25/coursera-uncertain-future-of-higher-education/amp/

The future of higher education is being led by a publicly traded company in California that is growing like gangbusters. Its online platform has a portfolio of thousands of courses from the world’s leading universities, corporations, and nonprofits.

Coursera, which since the spring has been listed on the New York Stock Exchange, is valued at 7 billion dollars and seems to be making all the right moves.

While college and university enrollments have been declining during the pandemic, Coursera’s enrollment rose from 53 million to 78 million students this spring—an increase greater than total U.S. higher education enrollment.

Coursera is only the tip of the iceberg of an explosion of non-collegiate higher education providers. They range from libraries and museums to media companies and software makers, not to mention a burgeoning number of online providers just like Coursera. Microsoft and Google are both offering more than 75 certificate programs.

As our society becomes more fragmented and divided, we have reason to worry that higher education’s transformation will further fragment us. 

Equally important, we need to reintroduce a common curriculum to strengthen social bonds. General education should focus on the shared human experience—linking our past with our present and future, our heritage with the realities that will confront us today and tomorrow.

In the new Coursera world that will be increasingly corporatized, we need to ensure that we don’t lose our core values, our ethics, and our ability to tell fact from fiction.

++++++++++++++++++++++
more on Coursera in this blog
https://blog.stcloudstate.edu/ims?s=coursera

Gamification in Higher Education

Mark-Herbert, C., & Langendahl, P.-A. (2016). Gamification in Higher Education -Toward a pedagogy to engage and motivate students. Swedish University of Agricultural Sciences, Department of Economics. https://www.academia.edu/25810340/Gamification_in_Higher_Education_Toward_a_pedagogy_to_engage_and_motivate_students

https://hyp.is/go?url=https%3A%2F%2Fwww.academia.edu%2F25810340%2FGamification_in_Higher_Education_Toward_a_pedagogy_to_engage_and_motivate_students&group=__world__

Education 4.0

https://medium.com/@briannaleewelsh47/education-4-0-how-we-will-learn-in-the-fourth-industrial-revolution-e17206b73016

+++++++++++++++++++++++++++++++++

https://www.weforum.org/projects/learning-4-0

Based on the framework developed in Schools of the Future: Defining New Models of Education for the Fourth Industrial Revolution, the Education 4.0 initiative aims to better prepare the next generation of talent through primary and secondary education transformation. The initiative will drive impact through four interconnected interventions:

  1. Implementing new measurement mechanisms for Education 4.0 skills
  2. Mainstreaming technology-enhanced Education 4.0 learning experiences
  3. Empowering the Education 4.0 workforce
  4. Setting Education 4.0 country-level standards and priorities

+++++++++++++
more on education 3.0 and 2.0
https://blog.stcloudstate.edu/ims/2014/03/16/education-2-0-vs-education-3-0/

 

 

Adoption of virtual reality technology in higher education

Marks, B., & Thomas, J. (2021). Adoption of virtual reality technology in higher education: An evaluation of five teaching semesters in a purpose-designed laboratory. Education and Information Technologies. https://doi.org/10.1007/s10639-021-10653-6
https://link.springer.com/article/10.1007/s10639-021-10653-6
Annotations:
https://hyp.is/go?url=https%3A%2F%2Flink.springer.com%2Fcontent%2Fpdf%2F10.1007%2Fs10639-021-10653-6.pdf&group=P8vZV2ra

Upskilling: The Next Revolution in Higher Education

Upskilling: The Next Revolution in Higher Education

In a business context, upskilling refers to how we teach employees new skills. When we talk about upskilling at All Campus, we’re thinking about the bigger picture. On a large scale, upskilling refers to students and employees putting heightened emphasis on rapid career and practical skill development.

Just as online learning made it possible to go to school from anywhere, the growing market for graduate, non-credit and professional certificate programs will push flexibility even further.

For students, shorter non-credit courses and certificate programs provide more opportunities to develop skills and advance their knowledge in smaller blocks of time and lower cost.

According to Strada Education, 65% of the U.S. workforce does not have a four-year degree and, as more people question the value of degree programs in general, micro-credentials and other alternative education options are bound to generate long-term momentum.

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

Extended Reality Higher Education

Extended Reality Tools Can Bring New Life to Higher Education

https://www.edsurge.com/news/2021-03-29-how-extended-reality-tools-can-bring-new-life-to-higher-education

Zoom, Teams, Skype, and FaceTime all became daily fixtures, and many of us quickly became fatigued by seeing our colleagues, students and far-away loved ones almost exclusively in 2D. Most video conferencing solutions were not designed to be online classrooms. what is missing from the current video platforms that could improve online teaching: tools to better facilitate student interactions, including enhanced polling and quizzing features, group work tools, and more.

While universities continue to increase in-person and HyFlex courses, hoping to soon see campuses return to normalcy, there is mounting evidence that the increased interest in digital tools for teaching and learning will persist even after the pandemic.

We should move beyond 2D solutions and take advantage of what extended reality (XR) and virtual reality (VR) have to offer us.

Professor Courtney Cogburn created the 1,000 Cut Journey, an immersive VR research project that allows participants to embody an avatar that experiences various forms of racism. Professor Shantanu Lal has implemented VR headsets for pediatric dentistry patients who become anxious during procedures. At Columbia Engineering, professor Steven Feiner’s Computer Graphics and User Interfaces Lab explores the design and development of 2D and 3D user interfaces for a broad range of applications and devices. Professor Letty Moss-Salentijn is working with Feiner’s lab to create dental training simulations to guide dental students through the process of nerve block injection. Faculty, students and staff at Columbia’s Media Center for Art History have created hundreds of virtual reality panoramas of archaeology projects and fieldwork that are available on the Art Atlas platform.

In spring 2020, a group of Columbia students began to build “LionCraft,” a recreation of Columbia’s Morningside campus in Minecraft. Even though students were spread out around the world, they still found creative and fun ways to run into each other on campus, in an immersive online format.

Microcredentials and Continuing Education

Creating a Constellation of Offerings with Microcredentials and Continuing Education

https://moderncampus.com/blog/creating-a-constellation-of-offerings-with-microcredentials-and-continuing-education.html

https://podcasts.apple.com/us/podcast/episode-14-kristine-collins/id1575912479?i=1000537930512

++++++++++++++

more on microcredentials in this blog
https://blog.stcloudstate.edu/ims?s=microcredential

Competency-Based Education and Project-Based Learning

Competency-Based Education and Project-Based Learning
https://www.rti.org/impact/competency-based-education-and-project-based-learning-johnston-county-public-schools

++++++++++++++++++

https://academicpartnerships.uta.edu/articles/healthcare/pros-cons-competencybased-learning.aspx

The Glossary of Education Reform, “Competency-based learning refers to systems of instruction, assessment, grading, and academic reporting that are based on students demonstrating that they have learned the knowledge and skills they are expected to learn as they progress though their education.”

The benefits, or drawbacks, of competency-based learning (CBL) — also known as competency-based education, mastery-based education, performance-based education, standards-based education and proficiency-based education — are up for debate. Regardless, there are an increasing number of these types of programs, particularly in for-profit colleges.

Competency-based education, in short, focuses on mastery of content, not on how long it takes to learn it.
++++++++++++++++++

What’s the Difference Between Project- and Challenge-Based Learning, Anyway?

https://www.edsurge.com/news/2017-12-27-what-s-the-difference-between-project-and-challenge-based-learning-anyway

++++++++++++++++++++++

Problem-Based Learning vs. Project-Based Learning

https://teachingcommons.unt.edu/teaching-essentials/engaged-learning/problem-based-learning-vs-project-based-learning

Problem-based learning is a category of experiential learning that involves students in the process of critical thinking to examine problems that lack a well-defined answer. In problem-based learning, students are given a problem with only preliminary information. They work towards solving the problems themselves, rather than reviewing how others have resolved the situation or problem as in a case study. They do not produce a product as in project-based learning, and students are not necessarily working in the community unless they are gathering data.

Problem-based learning fosters students’ metacognitive skills. They must be consciously aware of what they already know about an area of discovery as well as what they do not know.

Project-based learning is a category of experiential learning where students are presented with a complex problem or question that has multiple potential solutions and possibilities for exploration. However, after studying this problem or question in their teams, students are challenged to develop a plan and create a product or artifact that addresses the problem.

 

 

emotional value of immersive virtual reality in education

Makransky, G., & Lilleholt, L. (2018). A structural equation modeling investigation of the emotional value of immersive virtual reality in education. Educational Technology Research and Development, 66(5), 1141–1164. https://doi.org/10.1007/s11423-018-9581-2
an affective path in which immersion predicted presence and positive emotions, and a cognitive path in which immersion fostered a positive cognitive value of the task in line with the control value theory of achievement emotions.
business analyses and reports (e.g., Belini et al. 2016; Greenlight and Roadtovr 2016), predict that virtual reality (VR) could be the biggest future computing platform of all time.
better understanding of the utility and impact of VR when it is applied in an educational context.
several different VR systems exist, including cave automatic virtual envi-ronment (CAVE), head mounted displays (HMD) and desktop VR. CAVE is a projection-based VR system with display-screen faces surrounding the user (Cruz-Neira et al. 1992). As the user moves around within the bounds of the CAVE, the correct perspective and stereo projections of the VE are displayed on the screens. The user wears 3D glasses insidethe CAVE to see 3D structures created by the CAVE, thus allowing for a very lifelikeexperience. HMD usually consist of a pair of head mounted goggles with two LCD screens portraying the VE by obtaining the user ́s head orientation and position from a tracking system (Sousa Santos et al. 2008). HMD may present the same image to both eyes (monoscopic), or two separate images (stereoscopic) making depth perception possible. Like the CAVE, HMD offers a very realistic and lifelike experience by allowing the user to be completely surrounded by the VE. As opposed to CAVE and HMD, desktop VR does not allow the user to be surrounded by the VE. Instead desktop VR enables the user to interact with a VE displayed on a computer monitor using keyboard, mouse, joystick or touch screen (Lee and Wong 2014; Lee et al. 2010).
the use of simulations results in at least as good or better cognitive outcomes and attitudes
toward learning than do more traditional teaching methods (Bayraktar 2000; Rutten et al.
2012; Smetana and Bell 2012; Vogel et al. 2006). However, a recent report concludes that
there are still many questions that need to be answered regarding the value of simulations
in education (Natioan Research Council 2011). In the past, virtual learning simulations
were primarily accessed through desktop VR. With the increased use of immersive VR it is
now possible to obtain a much higher level of immersion in the virtual world, which
enhances many virtual experiences (Blascovich and Bailenson 2011).

an understanding of how to harness the emotional appeal of e-learning tools is a central issue for learning and instruction, since research shows that initial situ-ational interest can be a first step in promoting learning
several educational theories that describe the affective, emotional, and motivational factors that play a role in multimedia learning which are relevant for understanding the role of immersion in VR learning environments.

the cognitive-affective theory of learning with media (Moreno and
Mayer 2007),

and

the integrated cognitive affective model of learning with multimedia
(ICALM; Plass and Kaplan 2016)

control-value theory of achievement emotion CVTAE
https://psycnet.apa.org/record/2014-09239-007

Presence, intrinsic motivation, enjoyment, and control and active learning are the affective factors used in this study. defintions

The sample consisted of 104 students (39 females and 65 males; average age =23.8 years)
from a large European university.

immersive VR (Samsung Gear VR with Samsung Galaxy S6) and
the desktop VR version of a virtual laboratory simulation (on a standard computer). The
participants were randomly assigned to two groups: the first used the immersive VR
followed by the desktop VR version, and the second used the two platforms in the opposite
sequence.

The VR learning simulation used in this experiment was developed by the company Labster and designed to facilitate learning within the field of biology at a university level. The VR simulation was based on a realistic murder case in which the participants were required to investigate a crime scene, collect blood samples and perform DNA analysis in a high-tech laboratory in order to identify and implicate the murderer

 we conclude that the emotional value of the immersive VR version of the learning simulation is significantly greater than the desktop VR version. This is a major empirical contribution of this study.

 

1 2 3 4 91