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 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.
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.
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!
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.
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 BrianStevens, 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