Archive of ‘mobile learning’ category

innovation online ed

Is innovation severely lacking in online education?

Laura Ascione, Managing Editor, Content Services, @eSN_Laura
July 6th, 2017
The emergence of the chief online officer position at many institutions is strong evidence that online education is becoming more mainstream
Revenue generation and tuition

most responding institutions have online program tuition rates that are aligned with standard tuition or that are higher. Those higher tuition rates ranged from 12 percent of private institutions to 29 percent of four-year public institutions, and lower than standard tuition rates ranged from 3 percent of community colleges to 37 percent of private institutions. None of the larger online programs reported tuition rates for online students that are lower than standard tuition rates, and 20 percent reported higher tuition rates for online study.

Course development

Forty percent of chief online officers in larger programs larger programs use instructional design support, and 30 percent use a team approach to online course design. Ten percent outsource course design.

This kind of course development is in stark contrast to practices of chief online officers in mid-sized and smaller programs. Among the smallest online education programs, 18 percent of chief online officers expect faculty to develop online courses independently, and 53 percent treat instructional design support as a faculty option. This means that a combined 71 percent of smaller programs do not mandate the use of instructional design specialists.

In 13 percent of mid-sized programs, faculty are expected to develop courses independently, and in 64 percent of mid-sized programs, they are free to choose whether or not to involve instructional design specialists, yielding a combined 77 percent of programs that do not require the use of instructional design expertise.

Teaching, learning and technology

The CHLOE survey also asked chief online officers to name three technologies or tools they consider most important or innovative for their institution’s fully-online programs. Eighty-one percent first listed an LMS, while others named audio and video conferencing and lecture capture. The technologies most-cited for second- and third-most important were conferencing, video and lecture capture software. (see Plamen’s effort to start faculty discussion on lecture capture here: http://blog.stcloudstate.edu/coursecapture/)

“There was no sign of much-hyped innovations like adaptive learning, competency-based education LMS solutions, or simulation or game-based learning tools,” according to the study. “Such tools may be in use for specific courses or programs but based on responses to CHLOE, these have yet to achieve institution-wide adoption at any scale.” (see Plamen’s efforts start a discussion on game-based learning here: https://blog.stcloudstate.edu/ims?s=game-based+learning

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

blended learning implementation

Critical Factors for Implementing Blended Learning in Higher Education.

Available from: https://www.researchgate.net/publication/318191000_Critical_Factors_for_Implementing_Blended_Learning_in_Higher_Education [accessed Jul 6, 2017].

Definition of Blended learning

Blended learning is in one dimension broadly defined as “The convergence of online and face-to-face Education” as in the study by Watson (2008). At the same time it is important to also include the dimension of technology and media use as it has been depicted in the multimodal conceptual model in Figure 1 below. This conceptual model was proposed and presented in an article published by Picciano (2009). Critical Factors for Implementing Blended Learning in Higher Education.

 

online face to face hybrid

 

 

 

Several studies that argue for the need to focus on pedagogy and learning objectives and not solely on technology (Hoffinan, 2006; Garrison & Vaughan, 2008; Al amm ary et al., 2014; McGee & Reis, 2012; Shand, Glassett Farrelly & Costa, 2016). Other findings in this study are that technology still is a critical issue (So & Brush, 2008; Fleming, Becker & Newton, 2017), not least in developing regions (AI Busaidi & Al-Shihi, 2012; Raphae1 & Mtebe, 2016), and also the more positive idea of technology as a supporting factor for innovative didactics and instructional design to satisfy the needs in heterogeneous student groups (Picciano, 2009). Critical Factors for Implementing Blended Learning in Higher Education.

Critical factors:

  1. technology
  2. didactics –  pedagogy, instructional design and the teacher role
  3. Course outcomes – learning outcomes and learner satisfaction
  4. collaboration and social presence
  5. course design
  6. the heritage from technology enhanced distance courses
  7. multimodal overload
  8. trends and hypes
  9. economy

Blended learning perspectives

  1. the university perspective
  2. the Learner perspective
  3. the Teacher perspective
  4. the Global perspective

 

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

VR videos Antarctica

4 Virtual Reality Videos About Antarctica

http://www.freetech4teachers.com/2017/06/4-virtual-reality-videos-about.html

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

online learning predictions

Stunning market data predicts the future of online learning

Cloud services, compatible LMS will be critical to online learning classes and courses.
By Meris Stansbury June 26th, 2017

https://www.ecampusnews.com/featured/featured-on-ecampus-news/market-future-online-learning/

Digital Learning Compass: Distance Education Enrollment Report 2017,” find that thirty percent of all students in higher education are now taking at least one online course. Those online learners are split almost evenly between students who are exclusively online (14 percent) and those who take some courses in person (16 percent). [Read the full story here “6 million students? Must-know facts about online enrollment.”]

e “6 million students? Must-know facts about online enrollment.”]

  • The numbers reveal a year-to-year online enrollment increase of 226,375 distance education students–a 3.9 percent increase, up over rates recorded the previous two years. More than 6 million students are now online learners, according to the report.
  • More than one in four students (29.7 percent) now take at least one distance education course (a total of 6,022,105 students).
  • Graduate students are twice as likely to take all of their courses online (26 percent) as undergraduate students (12 percent).
  • The number of students studying on a campus has dropped by almost 1 million (931,317) between 2012 and 2015.
  • The majority of “exclusively distance” students live in the same state as their institution (55 percent), while 42 percent are studying online at an out-of-state institution.
  • Public institutions educate the largest proportion of online students (67.8 percent), though more online learners in private institutions attend nonprofit schools than for-profits, according to the data.

And according to LMS provider Docebo, the 2016 world-wide revenue for self-paced online learning products and services (in US$ millions) exceeded $23 million in North America, beating out Europe and even Asia by a large margin.

Going corporate: According to the latest market study by Technavio, the size of the global corporate online learning market is predicted to reach an approximate amount of USD 31 billion in revenue by the end of 2020.

An important component: Within online learning, the LMS market is expected to grow at an incredible rate—a CAGR of 24 percent by 2020.

The biggest growth: Within online learning, the cloud is also growing at a tremendous rate. IT spending is steadily shifting from traditional IT offerings to cloud services, and the aggregate amount of cloud is expected to go from $111 billion in 2016 to $216 billion in 2020.

learning online

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

disruptive technologies higher ed

The top 5 disruptive technologies in higher ed

By Leigh M. and Thomas Goldrick June 5th, 2017
The Internet of Things (IoT), augmented reality, and advancements in online learning have changed the way universities reach prospective students, engage with their current student body, and provide them the resources they need.
Online Learning
Despite online learning’s successes, many still believe that it lacks the interaction of its in-person counterpart. However, innovations in pedagogical strategy and technology are helping make it much more engaging.

Competency-based Education

Competency-based education (CBE) recognizes that all students enter a program with different skills and proficiencies and that each moves at a different rate. We now possess the technology to better measure these differences and design adaptive learning programs accordingly. These programs aim to increase student engagement, as time is spent expanding on what the students already know rather than having them relearn familiar material.

The Internet of Things

The Internet of Things has opened up a whole new world of possibilities in higher education. The increased connectivity between devices and “everyday things” means better data tracking and analytics, and improved communication between student, professor, and institution, often without ever saying a word. IoT is making it easier for students to learn when, how, and where they want, while providing professors support to create a more flexible and connected learning environment.

Virtual/Augmented Reality

Virtual and augmented reality technologies have begun to take Higher Ed into the realm of what used to be considered science fiction.

More often than not, they require significant planning and investment into the infrastructure needed to support them.

Artificial Intelligence

an A.I. professor’s assistant or an online learning platform that adapts to each student’s specific needs. Having artificial intelligence that learns and improves as it aids in the learning process could have a far-reaching effect on higher education both online and in-person.

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

trends mobile devices

Report: Google Gaining in U.S. Classrooms, Apple’s iOS Slipping

By Richard Chang 06/21/17

https://thejournal.com/articles/2017/06/21/report-google-gaining-in-u.s.-classrooms-apples-ios-slipping.aspx

some of the findings in Kahoot!’s first-ever EdTrends Report :
Google is gaining a stronghold in United States classrooms, with Chrome OS expanding its presence on school computers, while Apple’s iOS has been on the decline since the first quarter of 2015 among students and teachers.

Chromebook had the highest number of users among teachers (44 percent) and students (46 percent), when they were asked about their top devices used. Google’s Productivity Suite (G Suite or Classroom) was the most widely used productivity suite in U.S. classrooms, with 57 percent saying they used it, compared to 23 percent saying they used Microsoft Office 365.

a majority of educators (more than 60 percent) said the purpose of adopting education technology was to increase student productivity and efficiency. Their key educational priorities for 2017-18 are “to improve student learning and outcomes” (88 percent), and to “better leverage available time and motivate students” (71 percent).

Educators saw the top ed tech trends in the next school year as:

  • Digital platforms for teaching, learning and assessment;
  • Personalized learning;
  • Computational thinking, coding and robotics;
  • Increased understanding of data; and
  • Gamificiation.

Some other key findings in the report include:

  • A majority of U.S. public school educators surveyed said they are challenged with budget restraints and lack of resources when it comes to implementing education technology;
  • A majority of U.S. private school educators said they lack training to understand or adopt new technology;
  • Many public and private school educators said they saw the adoption of “technology for the sake of technology” as a challenge;
  • Educators in California struggle with lack of training and “technology for the sake of technology,” while teachers in Texas struggle with bureaucracy, budget constraints and a lack of resources.

The complete report can be read on the Kahoot! website here. Kahoot! will be at the International Society for Technology in Education (ISTE) conference

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Milwaukee Public Schools to Receive Hotspots, Tablets, Smartphones from Sprint

By Sri Ravipati 06/19/17

https://thejournal.com/articles/2017/06/19/milwaukee-public-schools-to-receive-hotspots-tablets-smartphones-from-sprint.aspx

Milwaukee Public Schools (MPS), will be receiving some tech handouts from Sprint for the 2017-2018 school year. As part of the company’s 1Million Project — which aims to deliver high-speed internet access to 1 million high school students nationwide — more than 2,500 students at 25 MPS high schools will each receive either a hotspot device, tablet or smartphone.

MPS students will be receiving devices that come with 3GB of high-speed LTE data (with unlimited data available at 2G speeds if usage exceeds that amount). Students can keep their device up to four years while they are in high school no cost, according to initiative site. Additionally, devices are equipped with filters to block adult content that cannot be disabled and are Free Children’s Internet Protection Act (CIPA) compliant.

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more about mobile devices in education in this IMS blog
https://blog.stcloudstate.edu/ims?s=mobile+devices

online students expectations

Study: Online Students Want Interaction, Community

By Rhea Kelly  06/21/17

https://campustechnology.com/articles/2017/06/21/study-online-students-want-interaction-community.aspx

a new report from Learning House and Aslanian Market Research. For the sixth annual “Online College Students 2017: Comprehensive Data on Demands and Preferences” report, researchers polled 1,500 students who are “seriously considering, currently enrolled in or have recently graduated from a fully online program”

a number of recommendations for helping online programs attract students, including:

  • Cater to students’ career goals. “Since online students are so career focused, understanding which programs will best educate students for the job market is critical to online program success,” the researchers noted;
  • Make sure admissions offices provide fast responses to online students, as well as upfront figures on financial aid and transfer credits; and
  • Adapt online access to accommodate mobile technology.

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

future blended learning

Dr. Baiyun Chen, OLC Institute faculty for the Blended Learning Mastery Series: Research into Practice, joins us to discuss the future  of blended learning in higher education

https://onlinelearningconsortium.org/insights-field-future-blended-learning/?mkt_tok=eyJpIjoiWWpNNU1qYzBaV1kwTnpGaiIsInQiOiJXWGJKc2g5anlpcGpUczhRMjRUUWhBYmk2N25HWjFCRW1RbjdJc2tpNnJ3eEIzREpoT29rZWtPM0ZIOHk5aTJzMDFvODBTNGJLNDJvaFZnVWJUYlVZcE8wU0sySXpRbGpnY0xHWTZCMkhOczNYNmg2TmNna01OZVo3dmFKNmVQZyJ9

The design of blended learning curriculum will be more diversified and personalized with the integration of creative in-class active learning strategies and innovative educational technologies, such as adaptive learning, virtual reality, mobile technologies

Quality assurance is the biggest challenge with implementing blended learning in the higher education environment today. I would propose institutions to adopt evidence-based standards for course evaluations. For instance, the OLC Quality Scorecard for Blended Learning Programs

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

studies virtual reality education

Three Interesting Studies on Virtual Reality in Education

http://www.freetech4teachers.com/2016/06/three-interesting-studies-on-virtual.html

Construct3D: a virtual reality application for mathematics and geometry education.

On the usability and likeability of virtual reality games for education: The case of VR-ENGAGE.

Can virtual reality improve anatomy education? A randomised controlled study of a computer‐generated three‐dimensional anatomical ear model.

not on your work computer

6 things you should never do on your work computer

Amy Elisa Jackson, Glassdoor Mar. 15, 2017, 10:45 AM

http://www.businessinsider.com/things-you-should-never-do-on-your-work-computer-2017-3

cyber security experts say that weaving your personal and professional lives together via a work laptop is risky business — for you and the company. Software technology company Check Point conducted a survey of over 700 IT professionals which revealed that nearly two-thirds of IT pros believed that recent high-profile breaches were caused by employee carelessness.

  1. DON’T: Save personal passwords in your work device keychain.
  2. DON’T: Make off-color jokes on messaging software.
  3. DON’T: Access free public wi-fi while working on sensitive material.
  4. DON’T: Allow friends or non-IT department colleagues to remotely access your work computer.
  5. DON’T: Store personal data.
  6. DON’T: Work on your side hustle while at the office.

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

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

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