Jones, C., Watkins, F., Williams, J., Lambros, A., Callahan, K., Lawlor, J., … Atkinson, H. (2019). A 360-degree assessment of teaching effectiveness using a structured-videorecorded observed teaching exercise for faculty development. Medical Education Online, 24(1), 1596708. https://doi.org/10.1080/10872981.2019.1596708
https://mnpals-scs.primo.exlibrisgroup.com/permalink/01MNPALS_SCS/hb33bq/informaworld_s10_1080_10872981_2019_1596708
enable faculty to receive a detailed 360-degree assessment of their teaching
The faculty in Gerontology and Geriatric Medicine at Wake Forest School of Medicine (WFSM) saw an opportunity to incorporate a focused teaching practicum for faculty within a multiple-specialty faculty development program. 360-degree assessments involve a combination of feedback from subordinates, colleagues and superiors. 360-degree feedback has been considered an essential tool in transformational leadership because the evaluation process avoids bias through diversity of viewpoints represented, and it is rarely applied to teaching assessments. Specifically, we designed a teaching practicum using a Videorecorded Observed Teaching Exercise (VOTE) to provide self-, peer- and learner assessments of teaching
Our design of videorecorded microteaching sessions embedded into a faculty development program presents a feasible, well-received model to provide faculty development in teaching and a robust 360-degree assessment of teaching skills.
Two strengths of our program are that it is feasible and reproducible.
In addition, costs for these sessions were low. VOTE video capture costs ranged from $45 – $90 per session depending on the audiovisual capacity of the room used for recording. Costs for this activity included an audiovisual technician who performed the room setup and videorecording. However, a handheld videorecorder or mobile device could be used for these sessions as well.
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more on video 360 in this iMS blog
https://blog.stcloudstate.edu/ims?s=360
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more on VR education apps in this IMS blog
https://blog.stcloudstate.edu/ims?s=vr+education+app
https://www.linkedin.com/posts/kimflintoff_reactive-realities-vr-in-the-chemistry-classroom-activity-6612941264637788160-LVnn
https://news.curtin.edu.au/stories/reactive-realities-vr-in-the-chemistry-classroom/
“VR gives a superior sense of what is happening in the molecular world – you can zoom in and out, and move around in an intuitive way. It makes it much easier to see molecular structures and key parts of a reaction, which is not done as well via other modes,”
Each learning activity led a pair of students through a series of tasks. They built a molecule, then followed the journey of the enzyme reaction.
Students found the ‘tactile’ experience of VR engaging and they were able to quickly build and move molecules to see how they interacted. Watching the students walk around, bend over and peer around virtual objects was a highlight for the team.
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more on VR in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+reality
Magic Leap has reportedly sold only 6,000 headsets after raising $2.6 billion
byu/mspoonygp ingadgets
https://www.tomsguide.com/news/dollar26-billion-later-magic-leap-looks-in-trouble
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more on magic leap in this IMS blog
https://blog.stcloudstate.edu/ims?s=magic+leap
Given that Apple is reportedly launching its own AR headset in 2022 and Apple AR glasses in 2023, Magic Leap will have to make serious improvements to its platform in order to stay in a game that will soon become a lot more competitive.
Magic Leap will also have to contend with the much-improved Hololens 2 from Microsoft on the enterprise front, as well as an expected wave of consumer AR headsets and glasses that will leverage Qualcomm’s XR2 platform. Pokemon Go creator Ninantic has already announced that it is working on AR Glasses in partnership with Qualcomm.
https://www.edsurge.com/news/2019-10-31-virtual-reality-experiences-can-be-violent-and-intrusive-they-need-an-artist-s-touch
Blended Reality, a cross-curricular applied research program through which they create interactive experiences using virtual reality, augmented reality and 3D printing tools. Yale is one of about 20 colleges participating in the HP/Educause Campus of the Future project investigating the use of this technology in higher education.
Interdisciplinary student and professor teams at Yale have developed projects that include using motion capture and artificial intelligence to generate dance choreography, converting museum exhibits into detailed digital replicas, and making an app that uses augmented reality to simulate injuries on the mannequins medical students use for training.
The perspectives and skills of art and humanities students have been critical to the success of these efforts, says Justin Berry, faculty member at the Yale Center for Collaborative Arts and Media and principal investigator for the HP Blended Reality grant.
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more on VR in this iMS blog
https://blog.stcloudstate.edu/ims?s=virtual+reality
https://www.npr.org/2019/11/24/779136094/climate-planners-turn-to-virtual-reality-and-hope-seeing-is-believing
Virtual reality is an immersive experience that can trick the human brain into thinking it’s real. But tricking people is not the goal of the sea level rise simulation being used at Turner Station, says Juliano Calil, one of the program’s developers.
The goal, he says, “is to start a conversation and help folks visualize the impacts [of climate change] and the solutions, and also discuss the trade-offs between them.”
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more on VR in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+reality