Archive of ‘e-learning’ category

VR in higher ed

Early Adopters Pioneer Virtual Reality Use in Higher Education

Colleges deliver personalized learning experiences with custom VR content
by Erin Brereton
https://edtechmagazine.com/higher/article/2019/08/early-adopters-pioneer-virtual-reality-use-higher-education

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 DellHP 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

Reality Check

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.

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more on VR in higher ed in this IMS blog
http://blog.stcloudstate.edu/ims?s=virtual+reality+education

Flipgrid new features

https://www.freetech4teachers.com/2019/08/how-to-use-flipgrid-to-create.html

Flipgrid is a free service that you can use to post prompts for your students to respond to with short videos that they record through their laptops, Chromebooks, iPads, or phones. Your prompts and your students’ replies can be kept private or you can make them public. a complete set of Flipgrid tutorial videos available here.

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more on flipgrid in this IMS blog
http://blog.stcloudstate.edu/ims?s=flipgrid

Open Syllabus Project

https://www.edsurge.com/news/2019-07-19-how-a-database-of-6-million-syllabi-could-spawn-a-new-measure-of-scholarly-impact

the Open Syllabus Project

Why are professors hesitant to share their syllabi? “My guess is that folks are worried that it will get critiqued in ways that they’re not comfortable,” Becker says. “Some professors aren’t as confident in their teaching as they are in their research.”

The public website of the Open Syllabus Project does not give access to individual syllabi and does not say what professors are teaching which texts. Instead, it lets users search aggregate information drawn from the collection.

sources to intro VR

https://www.edsurge.com/news/2018-08-22-everything-you-need-to-know-to-get-started-with-ar-vr-in-the-classroom

Set Your Goals

Collaborate Effectively

a few apps below to begin.

  1. Merge Cubes.
  2. CoSpaces EDU.
  3. Nearpod.
  4. AR Portal (iOS only).

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more on VR in this IMS blog
http://blog.stcloudstate.edu/ims?s=extended+reality

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
http://blog.stcloudstate.edu/ims?s=online+learning

handwriting to text

OneNote
OneNote is the obvious choice for anyone who is using a Microsoft Surface or other Windows-based tablet. It is also available to use on iPads and on Android tablets. The option to have handwriting converted to text is an outstanding feature.

Google Keep
If you’re a G Suite for Education user, Google Keep. It doesn’t have the handwriting-to-text function that OneNote offers.

Zoho Notebook
Zoho Notebook doesn’t have the name recognition of OneNote or Keep. Zoho Notebook has the most intuitive design or organization options of the three digital notebooks featured here.

The downside to Zoho Notebook is that the handwriting option only appears on the Android and iOS platforms. If the handwriting option worked in the Chrome or Edge web browsers,

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more on screencasting lecturecapture in this iMS blog
http://blog.stcloudstate.edu/ims?s=touch+screen

microcredentials in education

https://www.edsurge.com/news/2019-07-12-microcredentials-could-be-a-game-changer-for-educators-but-hard-questions-remain

According to the authors of a newly published reportat least 10 state education agencies—Arkansas, Connecticut, Delaware, Florida, Louisiana, Rhode Island, South Carolina, Tennessee, Texas and Washington—have launched official microcredential pilots. And another five states—Illinois, Maryland, Montana, New York, and Wyoming—are experimenting with microcredentials in some way.

sponsored by the non-profit Digital Promise, the report argues that we’ve reached a kind of tipping point in the evolution of the “emerging micro-credentialing ecosystem,”

Reports from early adopters (among them, the NEA, the country’s largest teachers’ union) have been promising, and the potential market for such programs is potentially huge. According to Digital Promise, nearly three out of four U.S. teachers are currently engaged in some type of informal professional development or learning.

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more on microcredentials in this IMS blog:
http://blog.stcloudstate.edu/ims?s=microcredent

Immersive Scholarship and Technologies in Academic Libraries

We define immersive scholarship as any scholarly work developed through or implemented utilizing technologies including Virtual Reality, Augmented Reality, Mixed Reality, Visualization (i.e., large format displays and visualization walls, GIS, Tableau), and any related hardware, programs or software.

We are seeking survey participants who are employed in an academic library and who currently support immersive scholarship and technologies at their institution.

how your academic library has developed tools, implemented third party hardware/software, and in what barriers you have identified at your institution in supporting immersive scholarship.

Link to Online Survey

gamification online learning

Gunawan, F. (2018). GAMIFICATION ANALYSIS AND IMPLEMENTATION IN ONLINE LEARNING. ICIC Express Letters, 12(12), 1195–1204.
https://www.academia.edu/39858461/GAMIFICATION_ANALYSIS_AND_IMPLEMENTATION_IN_ONLINE_LEARNING?auto=download
Khan [14] has introduced the eight-dimensional elearning framework, a detailed self assessment instrument for institutions to evaluate the readiness and the opportunity of their e-learning classes to grow.
institutional, management, technological, pedagogical, ethical, interface design, resource support, and evaluation. Institutional refers to the administrative and academic part of the system. Management refers to the quality control, budget, and scheduling. Technological refers to the infrastructure, hardware, and software. Pedagogical refers to analysis, organization and learning strategies. Ethical refers to ethical, legal, and social and political influences. Interface design refers to the user interface, accessibility, and design content. Resource support refers to career services, journals, and online forums. Finally, the evaluation refers to the assessment of learners and educators.
gamification – definition
Modern gamification term was first introduced by
Nick Pelling in 2002 [15]. Gamification is a concept that implements the game components
into the non-game contents such as education, marketing, administration, or even software
engineering [16]. These components include points, badges, leaderboards, and quests.
Each of them serves the purpose to increase the level of user engagement in the learning
process.
three components of engagement: cognitive, behavioral, and emotional [19].
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more on gamification and online learning in this IMS blog
http://blog.stcloudstate.edu/ims?s=gamification+online+learning

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