Searching for "higher ed"
Extended Reality Tools Can Bring New Life to Higher Education
https://www.edsurge.com/news/2021-03-29-how-extended-reality-tools-can-bring-new-life-to-higher-education
Zoom, Teams, Skype, and FaceTime all became daily fixtures, and many of us quickly became fatigued by seeing our colleagues, students and far-away loved ones almost exclusively in 2D. Most video conferencing solutions were not designed to be online classrooms. what is missing from the current video platforms that could improve online teaching: tools to better facilitate student interactions, including enhanced polling and quizzing features, group work tools, and more.
While universities continue to increase in-person and HyFlex courses, hoping to soon see campuses return to normalcy, there is mounting evidence that the increased interest in digital tools for teaching and learning will persist even after the pandemic.
We should move beyond 2D solutions and take advantage of what extended reality (XR) and virtual reality (VR) have to offer us.
Professor Courtney Cogburn created the 1,000 Cut Journey, an immersive VR research project that allows participants to embody an avatar that experiences various forms of racism. Professor Shantanu Lal has implemented VR headsets for pediatric dentistry patients who become anxious during procedures. At Columbia Engineering, professor Steven Feiner’s Computer Graphics and User Interfaces Lab explores the design and development of 2D and 3D user interfaces for a broad range of applications and devices. Professor Letty Moss-Salentijn is working with Feiner’s lab to create dental training simulations to guide dental students through the process of nerve block injection. Faculty, students and staff at Columbia’s Media Center for Art History have created hundreds of virtual reality panoramas of archaeology projects and fieldwork that are available on the Art Atlas platform.
In spring 2020, a group of Columbia students began to build “LionCraft,” a recreation of Columbia’s Morningside campus in Minecraft. Even though students were spread out around the world, they still found creative and fun ways to run into each other on campus, in an immersive online format.
Immersive Learning Environments: Designing XR into Higher Education
Heather Elizabeth Dodds
https://edtechbooks.org/id_highered/immersive_learning_e
The terms ‘extended reality’ or ‘cross reality’ refer to “technologies and applications that involve combinations of mixed reality (MR), augmented reality (AR), virtual reality (VR), and virtual worlds (VWs)” (Ziker, Truman, & Dodds, 2021, p. 56). Immersive learning definitions draw from Milgram and Kishino’s key taxonomy (1994) emphasizing the continuum of experiences that range from where a computer adds to a learner’s reality with overlays of information, or a computer experientially transports a learner to a different place and time by manipulating sight and sound.
VR Design Model
three different design models (see Figure 3): the ADDIE Design Model (Branson, 1978), Design Thinking (Brown & Wyatt, 2010) from user experience (UX), and the 3D Learning Experience Design Model (Kapp & O’Driscoll, 2009).
Serrat (2008) defines storytelling as “the vivid description of ideas, beliefs, personal experiences, and life-lessons through stories or narratives that evoke powerful emotions and insights” (p.1).
The foundational theory for most XR experiences is experiential learning theory. In cases where users create within XR, constructivist learning theory also applies.
XR experiences can include a story arc (See Appendix D), a tutorial of user affordances, intentional user actions, and place the user into first or third person experiences (Spillers, 2020).
https://www.illuminatehighereducation.com/episodes/37
“campuses have low digital literacy”
“earning [degree] model” must be replaced with teaching people “how to learn.”
automation
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more on disruption on higher ed in this IMS blog
https://blog.stcloudstate.edu/ims?s=disrupt+higher+education
Improved Student Engagement in Higher Education’s Next Normal
https://er.educause.edu/articles/2021/3/improved-student-engagement-in-higher-educations-next-normal
We define student engagement as a constructivist approach to teaching and learning: less “sage on the stage” and more learning by doing.
Digital collaborative technologies embrace three important student engagement objectives: connecting students with the content, with the instructor, and with one another, within and across groups. Formulating, sharing, and getting feedback on responses benefits all students by increasing the exchange of ideas and approaches to the given prompt, helping students develop critical thinking skills through thoughtful peer review and analysis, and engaging them with timely feedback from expert instructors. Retaining these “blended learning” practices and additional affordances post-pandemic is worthwhile as we move to the next normal.
The five teaching enhancements/adaptations discussed above—collaborative technologies for sense-making, student experts in learning and technology, back channels, digital breakout rooms, and supplemental recording.
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more on student engagement in this IMS blog
https://blog.stcloudstate.edu/ims?s=student+engagement
https://lompocrecord.com/opinion/columnists/jennifer-brown-and-christopher-lynch-quality-online-education-for-higher-ed-requires-public-investment/article_512e95ce-fae0-5d0b-917c-3a2f9232ad74.html
Online coursework must not be considered an inferior or cheaper option. Getting online right requires a significant investment in course development guided by professional course designers who focus on achieving and assessing learning outcomes. Best practices show that developing a quality online course takes about 10 weeks to build with the faculty member working closely alongside an instructional/course designer, and research has shown that in-person instruction improves after working with instructional designers.
An online lecture requires more lecture preparation, continuous monitoring of student progress, increased use of assessment tools, extensive electronic interaction with the students and online office hoursAdditional instructor and teaching assistant support is also needed, as well as technical support.
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more on online education in this ISM blog
https://blog.stcloudstate.edu/ims?s=%22online+education%22
https://er.educause.edu/blogs/2020/12/key-findings-on-privacy-in-higher-education
report The Evolving Landscape of Data Privacy in Higher Education
Responses from the 2020 EDUCAUSE Student Technology report concerning student data privacy highlight a large gap of understanding that institutions need to bridge between student knowledge and administrative plans and policies
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more on privacy in this IMS blog
https://blog.stcloudstate.edu/ims?s=privacy
https://www.insidehighered.com/views/2020/10/23/divide-between-those-and-without-degrees-hurts-higher-education-and-country-opinion
America is divided by race, gender and geography. None of that is new. What’s new is division by education: a college divide.
One element of the college divide is hostility to higher education itself; the percentage of self-identified Republicans who say higher education has a negative effect on the country went from 37 percent in 2015 to 59 percent in 2019.
College graduates are being painted as elites principally because the vast majority of students who successfully complete four-plus years of college at the vast majority of institutions have the financial resources, family stability and support that are characteristic of top quartile (if not top decile) households.
Thursday, August 27, 2PM
To RSVP ahead of time, or to jump straight in at 2 pm EDT this Thursday, click here:
This week we’re exploring the disorganization of American higher education, and wondering if its chaotic nature is really academia’s superpower. On Thursday, August 27th, from 2-3 pm EDT we’ll be joined by Stanford University professor David F. Labaree, author of A Perfect Mess: The Unlikely Ascendancy of American Higher Education.Dr. Larabee has devoted his career to the historical sociology of American education, with a particular focus on the role that consumer pressure and markets have had on schooling at all levels.