Archive of ‘student-centered learning’ category

iLRN 2021

CALL FOR PAPERS AND PROPOSALS
iLRN 2021: 7th International Conference of the Immersive Learning Research Network
May 17 to June 10, 2021, on iLRN Virtual Campus, powered by Virbela
… and across the Metaverse!
Technically co-sponsored by the IEEE Education Society,
with proceedings to be submitted for inclusion in IEEE Xplore(r)
Conference theme: “TRANSCEND: Accelerating Learner Engagement in XR across Time, Place, and Imagination”
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Conference website: https://nam02.safelinks.protection.outlook.com/?url=https%3A%2F%2Fimmersivelrn.org%2Filrn2021%2F&data=04%7C01%7Cpmiltenoff%40STCLOUDSTATE.EDU%7C24d0f76661804eca489508d8a66c7801%7C5011c7c60ab446ab9ef4fae74a921a7f%7C0%7C0%7C637442332084340933%7CUnknown%7CTWFpbGZsb3d8eyJWIjoiMC4wLjAwMDAiLCJQIjoiV2luMzIiLCJBTiI6Ik1haWwiLCJXVCI6Mn0%3D%7C3000&sdata=6d614jJWaou4vQMNioW4ZGdiHIm2mCD5uRqaZ276VVw%3D&reserved=0
PDF version of this CFP available at: https://nam02.safelinks.protection.outlook.com/?url=https%3A%2F%2Fbit.ly%2F3qnFYRu&data=04%7C01%7Cpmiltenoff%40STCLOUDSTATE.EDU%7C24d0f76661804eca489508d8a66c7801%7C5011c7c60ab446ab9ef4fae74a921a7f%7C0%7C0%7C637442332084340933%7CUnknown%7CTWFpbGZsb3d8eyJWIjoiMC4wLjAwMDAiLCJQIjoiV2luMzIiLCJBTiI6Ik1haWwiLCJXVCI6Mn0%3D%7C3000&sdata=Ksq0YFtUxHI9EM0%2Fa7OyYTeb7ObhOy3JdVquCRvvH54%3D&reserved=0
The 7th International Conference of the Immersive Learning Research Network (iLRN 2021) will be an innovative and interactive virtual gathering for a strengthening global network of researchers and practitioners collaborating to develop the scientific, technical, and applied potential of immersive learning. It is the premier scholarly event focusing on advances in the use of virtual reality (VR), augmented reality (AR), mixed reality (MR), and other extended reality (XR) technologies to support learners across the full span of learning–from K-12 through higher education to work-based, informal, and lifelong learning contexts.
Following the success of iLRN 2020, our first fully online and in-VR conference, this year’s conference will once again be based on the iLRN Virtual Campus, powered by VirBELA, but with a range of activities taking place on various other XR simulation, gaming, and other platforms. Scholars and professionals working from informal and formal education settings as well as those representing diverse industry sectors are invited to participate in the conference, where they may share their research findings, experiences, and insights; network and establish partnerships to envision and shape the future of XR and immersive technologies for learning; and contribute to the emerging scholarly knowledge base on how these technologies can be used to create experiences that educate, engage, and excite learners.
Note: Last year’s iLRN conference drew over 3,600 attendees from across the globe, making the scheduling of sessions a challenge. This year’s conference activities will be spread over a four-week period so as to give attendees more opportunities to participate at times that are conducive to their local time zones.
##### TOPIC AREAS #####
XR and immersive learning in/for:
Serious Games • 3D Collaboration • eSports • AI & Machine Learning • Robotics • Digital Twins • Embodied Pedagogical Agents • Medical & Healthcare Education • Workforce & Industry • Cultural Heritage • Language Learning • K-12 STEM • Higher Ed & Workforce STEM  • Museums & Libraries • Informal Learning • Community & Civic Engagement  • Special Education • Geosciences • Data Visualization and Analytics • Assessment & Evaluation
##### SUBMISSION STREAMS & CATEGORIES #####
ACADEMIC STREAM (Refereed paper published in proceedings):
– Full (6-8 pages) paper for oral presentation
– Short paper (4-5 pages) for oral presentation
– Work-in-progress paper (2-3 pages) for poster presentation
– Doctoral colloquium paper (2-3 pages)
PRACTITIONER STREAM (Refereed paper published in proceedings):
– Oral presentation
– Poster presentation
– Guided virtual adventures
– Immersive learning project showcase
NONTRADITIONAL SESSION STREAM (1-2 page extended abstract describing session published in proceedings):
– Workshop
– Special session
– Panel session
##### SESSION TYPES & SESSION FORMATS #####
– Oral Presentation: Pre-recorded video + 60-minute live in-world discussion with
others presenting on similar/related topics (groupings of presenters into sessions determined by Program Committee)
– Poster Presentation: Live poster session in 3D virtual exhibition hall; pre-recorded video optional
– Doctoral Colloquium: 60-minute live in-world discussion with other doctoral researchers; pre-recorded video optional
– Guided Virtual Adventures: 60-minute small-group guided tours of to various social and collaborative XR/immersive environments and platforms
– Immersive Learning Project Showcase: WebXR space to assemble a collection of virtual artifacts, accessible to attendees throughout the conference
– Workshop: 1- or 2-hour live hands-on session
– Special Session: 30- or 60-minute live interactive session held in world; may optionally be linked to one or more papers
– Panel Session: 60-minute live in-world discussion with a self-formed group of 3-5 panelists (including a lead panelist who serves as a moderator)
Please see the conference website for templates and guidelines.
##### PROGRAM TRACKS #####
Papers and proposals may be submitted to one of 10 program tracks, the first nine of which correspond to the iLRN Houses of application, and the tenth of which is intended for papers making knowledge contributions to the learning sciences, computer science, and/or game studies that are not linked to any particular application area:
Track 1. Assessment and Evaluation (A&E)
Track 2. Early Childhood Development & Learning (ECDL)
Track 3. Galleries, Libraries, Archives, & Museums (GLAM)
Track 4. Inclusion, Diversity, Equity, Access, & Social Justice (IDEAS)
Track 5. K-12 STEM Education
Track 6. Language, Culture, & Heritage (LCH)
Track 7. Medical & Healthcare Education (MHE)
Track 8. Nature & Environmental Sciences (NES)
Track 9. Workforce Development & Industry Training (WDIT)
Track 10. Basic Research and Theory in Immersive Learning (not linked to any particular application area)
##### PAPER/PROPOSAL SUBMISSION & REVIEW #####
Papers for the Academic Stream and extended-abstract proposals for the Nontraditional Session Stream must be prepared in standard IEEE double-column US Letter format using Microsoft Word or LaTeX, and will be accepted only via the online submission system, accessible via the conference website (from which guidelines and templates are also available).
Proposals for the Practitioner Stream are to be submitted via an online form, also accessible from the conference website.
A blind peer-review process will be used to evaluate all submissions.
##### IMPORTANT DATES #####
– Main round submission deadline – all submission types welcome: 2021-01-15
– Notification of review outcomes from main submission round: 2021-04-01
– Late round submission deadline – Work-in-progress papers, practitioner presentations, and nontraditional sessions only: 2021-04-08
– Camera-ready papers for proceedings due – Full and short papers: 2021-04-15
– Presenter registration deadline – Full and short papers (also deadline for early-bird registration rates): 2021-04-15
– Notification of review outcomes from late submission round: 2021-04-19
– Camera-ready work-in-progress papers and nontraditional session extended abstracts for proceedings due; final practitioner abstracts for conference program due: 2021-05-03
– Presenter registration deadline – Work-in-progress papers, practitioner presentations, and nontraditional sessions: 2021-05-03
– Deadline for uploading presentation materials (videos, slides for oral presentations, posters for poster presentations): 2021-05-10
– Conference opening: 2021-05-17
– Conference closing: 2021-06-10
*Full and short papers can only be submitted in the main round.
##### PUBLICATION & INDEXING #####
All accepted and registered papers in the Academic Stream that are presented at iLRN 2021 and all extended abstracts describing the Nontraditional Sessions presented at the conference will be published in the conference proceedings and submitted to the IEEE Xplore(r) digital library.
Content loaded into Xplore is made available by IEEE to its abstracting and indexing partners, including Elsevier (Scopus, EiCompendex), Clarivate Analytics (CPCI–part of Web of Science) and others, for potential inclusion in their respective databases. In addition, the authors of selected papers may be invited to submit revised and expanded versions of their papers for possible publication in the IEEE Transactions on Learning Technologies (2019 JCR Impact Factor: 2.714), the Journal of Universal Computer Science (2019 JCR Impact Factor: 0.91), or another Scopus and/or Web of Science-indexed journal, subject to the relevant journal’s regular editorial and peer-review policies and procedures.
##### CONTACT #####
Inquiries regarding the iLRN 2020 conference should be directed to the Conference Secretariat at conference@immersivelrn.org.
General inquiries about iLRN may be sent to info@immersivelrn.org.

More on Virbela in this IMS blog
https://blog.stcloudstate.edu/ims?s=virbela

10 job skills for 2025

Here Are the Top 10 Job Skills for 2025

he two highest-ranked spots went to skills that didn’t appear at all on WEF’s previous list: 1) analytical thinking and innovation, and 2) active learning and learning strategies. Another skill cluster that didn’t make the previous list debuted at No. 5 — resilience, stress tolerance, and flexibility.

“The pace of technology adoption is expected to remain unabated and may accelerate in some areas,” including the use of robots and artificial intelligence, the report said. Most businesses — 84 percent — plan to accelerate the digitalization of work processes and the use of digital tools, such as video conferencing,

  1. Analytical thinking and innovation
  2. Active learning and learning strategies
  3. Complex problem-solving
  4. Critical thinking and analysis
  5. Resilience, stress tolerance, and flexibility
  6. Creativity, originality, and initiative
  7. Leadership and social influence
  8. Reasoning, problem-solving, and ideation
  9. Emotional intelligence
  10. Technology design and programming

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compare to 2015
https://www.slideshare.net/aidemoreto/gamification-and-byox-in-academic-libraries-low-end-practical-approach

Webcam policies

https://www.facebook.com/groups/onlinelearningcollective/permalink/706123016685066/

Does your college/university have an official policy on webcams on/off during Zoom classes?
Do you, as faculty, have something written in the syllabus that addresses the issue?
I am a part of a college-wide sub committee, and we are looking for best practices. Personally, I feel uneasy teaching to black rectangles.
https://www.cccco.edu/-/media/2020-12-Opinion-Online-Class-Cameras-On-Requirements-a11y.pdf

https://higheredpraxis.substack.com/p/tip-dont-require-cameras-on
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more on webcams in this IMS blog
https://blog.stcloudstate.edu/ims?s=webcam

students spending

Fall 2020 Updates: What do college students actually spend on course materials

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

Hyflex experiment

Our HyFlex Experiment: What’s Worked and What Hasn’t

Armed with a can-do spirit, faculty members leaped into hybrid teaching this fall. The results have been decidedly mixed.

By Kevin Gannon OCTOBER 26, 2020

https://www.chronicle.com/article/our-hyflex-experiment-whats-worked-and-what-hasnt

The flexibility afforded to students by HyFlex courses has been evident this semester, but the style of teaching required has proven more difficult to maintain than anticipated. Moreover, that same flexibility has been the proverbial double-edged sword when it comes to student success.

HyFlex courses are hard to build, and even harder to teach.
Designing effective online courses is hard work and differs significantly from in-person teaching. HyFlex courses essentially braid the two together. Moreover, the braiding is even more complicated because the online strand is further divided into synchronous and asynchronous paths.
What seems clear is that institutions using the HyFlex model need to find more and different ways to support faculty members than before. Hire work-study students to wrangle Zoom? Improve the integration and workflow of these various tools? At the very least, we have to acknowledge the significant burden now on classroom instructors, a burden for which very few of us were prepared.

HyFlex’s origin story matters. HyFlex courses were initially developed for graduate students in an educational-technology program.
we needed more in the way of introducing students to HyFlex — more clearly and specifically outlining how the courses work and how to navigate them most successfully.

HyFlex works better for some types of classes than others. It’s no coincidence that faculty members who are finding HyFlex a difficult fit are those whose classes are either completely or mostly discussion-based, perhaps even student-led.

We need to help students learn to become online learners. 

Faculty members cannot hide from structural racism and economic inequality any more, because our students were never able to in the first place.

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

apps for student engagement

https://www.facebook.com/groups/onlinelearningcollective/permalink/680939699203398/

Looking for different ways for students to share their knowledge. I’ve done Jamboard, Google Slides, Discussion posts, padlet…I just want something different and am not able to come up with any great ideas here. Anyone come up with anything else fun or interesting? This is for an asynchronous course.

Jamboard, https://edu.google.com/products/jamboard/

Google Slides jambor

Padlet  https://padlet.com/

Flipgrid

Canva

Adobe Spark

TikTok

https://dotstorming.com/

Mural.co https://www.mural.co/

Miro https://miro.com/

Sketchnotes https://www.jetpens.com/blog/sketchnotes-a-guide-to-visual-note-taking/pt/892

Pear Deck https://blog.stcloudstate.edu/ims?s=pear+deck

Near Pod https://blog.stcloudstate.edu/ims?s=nearpod

EdPuzzle https://blog.stcloudstate.edu/ims/2017/11/01/digital-assessment-session/

 

Assess students online and minimize cheating

https://www.chronicle.com/article/7-ways-to-assess-students-online-and-minimize-cheating

  • Break up a big high-stakes exam into small weekly tests.
  • Start and end each test with an honor statement.
  • Ask students to explain their problem-solving process. 
  • Get to know each student’s writing style in low- or no-stakes tasks.
  • Assess learning in online discussion forums.
  • Don’t base grades solely on tests. 
  • Offer students choice in how they demonstrate their knowledge.

As we all work to improve our online teaching, we have the opportunity to rethink practices we’ve relied on for years in our physical classrooms.

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

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