Archive of ‘educational technology’ category

Students and Online

73 Percent of Students Prefer Some Courses Be Fully Online

https://campustechnology.com/articles/2021/05/13/73-percent-of-students-prefer-some-courses-be-fully-online-post-pandemic.aspx

Cengage‘s Digital Learning Pulse Survey, conducted by Bay View Analytics on behalf of the Online Learning ConsortiumWICHE Cooperative for Educational TechnologiesUniversity Professional and Continuing Education Association (UPCEA) and Canadian Digital Learning Research Association, polled 1,469 students and 1,286 faculty and administrators across 856 United States institutions

Sixty-eight percent of students were also in favor of some combination of in-person and online courses. On the faculty side, 57 percent said they would prefer teaching hybrid courses post-pandemic — slightly more than those who preferred teaching fully online.

both students and faculty agreed: Roughly two-thirds across the board said they would like to use more tech and digital course materials in the future.

AR: The cutting-edge technology

AR: The cutting-edge technology slowly changing your reality

For years, augmented reality technology has been quietly integrated into our lives. Experts believe it is ready to make the jump to the mainstream, but technical and social barriers remain.

https://www.smh.com.au/national/ar-the-cutting-edge-technology-slowly-changing-your-reality-20210513-p57rp1.html

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more on AR in this IMS blog
https://blog.stcloudstate.edu/ims?s=Augmented+reality

Engageli

Zoom-alternative Engageli raises $33M to grow its digital learning platform

https://www.highereddive.com/news/zoom-alternative-engageli-raises-33m-to-grow-its-digital-learning-platform/599901/

Rather than create plug-ins for Zoom or similar services, however, Engageli’s founders created a standalone platform that combines video with active-learning features such as quizzes and small-group breakouts. Instructors can also track engagement.

Class, formerly named ClassEDU, last year began testing add-on software for Zoom that allows instructors to administer assignments and track student engagement.

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

Dos & Don’ts Teaching With Technology

7 Dos & Don’ts for Post-Pandemic Teaching With Technology

Here’s what students hope you’ll keep doing in the fall — and what they hope you’ll drop.

https://www.chronicle.com/article/7-dos-donts-for-post-pandemic-teaching-with-technology

February panel of students sharing their views on pandemic teaching….

  • DON’T lecture with slides for an entire Zoom class.
  • DO offer more active-learning and discussion exercises in class. 
  • DON’T require students to use a tech tool that you don’t understand. 
  • DO keep using anonymous polling.
  • DO get students up and about.
  • DO provide more asynchronous materials and activities.
  • DO emphasize interaction with and between students.

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

Gamification project in education

From the Higher Ed Learning Collective:

Kerry Lorette

Have any of you implemented a gamification project and lived to tell the tale? Did you publish? I’m looking for papers and case studies to share in a course I’m writing about gamification in higher education. Please share your wisdom, links, posts, papers, presentations, videos, etc and many thanks!

https://www.facebook.com/groups/onlinelearningcollective/permalink/805665876730779/

excellent thread with a lot of materials:

Statistics is puzzling: Testing a novel approach to statistics learning.

https://doi.apa.org/doiLanding?doi=10.1037%2Fstl0000204

Improved student independence through competitive tinkering

https://ieeexplore.ieee.org/document/8190500?fbclid=IwAR3cXin2-59lw2a84nLpqy3NzcjymGXykA9p0QT92oAYD3mGiYgC9jk_leA

Gamification in the Business Communication Course

https://journals.sagepub.com/doi/full/10.1177/2329490616676576?fbclid=IwAR0nrDjPlchoHH74vse39TjuxBJpDHEpnvf9xbOxG4pu6hX8B5kyasxLmHQ

The Multiplayer Classroom: Designing Coursework as a Game

VR apps for Nursing

https://www.linkedin.com/posts/tessschwenka_nurses-escape-on-sidequest-oculus-quest-activity-6793209869592780800-wnwv

two VR Applications, (this is one) that students at the UNL-Computer Science and Engineering built for UNMC College of Nursing-Lincoln on the 5 Stages of the Sepsis Bundle. Nurse’s Escape is now available on the Sidequest Store.

Download it for your Quest and Learn about the 5 stages of the Sepsis Bundle and save the millionaire.

https://sidequestvr.com/app/3848/nurses-escape

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more on VR for Nursing in this IMS blog
https://blog.stcloudstate.edu/ims?s=vr+nursing

gamification and online teaching

Study: Gamification Techniques Can Improve Online Teaching

https://campustechnology.com/articles/2021/04/12/study-gamification-techniques-can-improve-online-teaching.aspx

A new study out of MIT‘s Sloan School of Management explores the use of ideas and tools from the gaming community to improve online teaching and student learning outcomes.

four key elements for maximizing student engagement in online learning:

  • Narrative — a specific storyline or overarching theme. For instance, study co-author Brian Stevens, senior lecturer at the University of Tennessee‘s Haslam College of Business, created a video game theme for his statistics class, incorporating “Boss Battles,” “Speed Runs” and wacky characters to spice up his lectures.
  • Continuous flow of action in sight and sound, even before class starts. For example, Lo uses a countdown timer and upbeat music on his course page about 30 minutes before the start of a synchronous lecture, to build anticipation for class. He also switches tasks and/or scenes every 15 minutes to help maintain students’ attention and interest levels.
  • Opportunities for two-way communication. To help turn students from viewers into participants, Lo uses a combination of the “Raise Hand” function in Zoom, polls, breakout sessions, surveys and the chat window.
  • High production quality. Lo built a home studio with various input devices, professional lighting, a green screen and more to create richer, more engaging presentations for students.

The full study, “The World of EdCraft: Challenges and Opportunities in Synchronous Online Teaching,” is openly available online

serious gamers and gamification experts on that panel. More here on the initiative: https://tinyurl.com/IABOL2021

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

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