Searching for "teach"

the Future of Online Education

Stritto, R. A. T. and M. E. D. (2021). What is the Future of Online Education? The Perceptions of Instructors with Over a Decade of Online Teaching Experience. Online Journal of Distance Learning Administration, 24(4). https://www.westga.edu/~distance/ojdla/winter244/thomas_stritto244.html

my annotations here:

https://hyp.is/go?url=https%3A%2F%2Fwww.westga.edu%2F~distance%2Fojdla%2Fwinter244%2Fthomas_stritto244.html&group=__world__

Rather than asking if online education is going to replace “traditional” education, institutions need to think through how different modalities can meet student needs. Institutions can also communicate with students about the tradeoffs associated with different educational modalities, so that students can choose courses that are the best fit for their lives.

 

College Students Privacy

Today’s College Students Care About Privacy — Despite Some of Their Online Actions

https://www.edsurge.com/news/2021-11-02-today-s-college-students-care-about-privacy-despite-some-of-their-online-actions

a new report from the nonprofit Future of Privacy Forum, which analyzed recent research about young adults from the U.S., China, Germany and Japan.

a study from Indiana University detailed the fears college students have about and the ways they adapt to the fact that they may be photographed at any moment by friends, classmates or even strangers.

Another worry described in the Future of Privacy Forum report is about a type of digital harassment known as “doxxing,”

Many students are loath to share biometric information with colleges and are wary about tools like facial recognition software.

AI tutors

https://www.ecampusnews.com/2021/11/11/viewpoint-can-ai-tutors-help-students-learn/

the Kyowon Group, an education company in Korea, recently developed a life-like tutor using artificial intelligence for the very first time in the Korean education industry.

Kyowon created its AI tutors for two-way communication–teacher to student and student to teacher–by exchanging questions and answers between the two about the lesson plan as if they were having an interactive conversation.  These AI tutors were able to provide real time feedback related to the learning progress and were also able to identify, manage, and customize interactions with students through learning habits management.  In addition, to help motivate student learning, the AI Tutors captured students’ emotions through analysis of their strengths and challenges.

While AI is being used in various industries, including education, the technology comes under scrutiny as many ask the question if they can trust AI and its legitimacy?

Although there are some meaningful use cases for deepfake, such as using technology to bring historical figures of the past to life, deepfake technology is mostly exploited. However, the good news is that groups are working to detect and minimize the damage caused by deepfake videos and other AI technology abuses, including credible standards organizations who are working to ensure trust in AI.

For education, the best and only way AI tutors will be adopted and accepted
can only be done with innovative real-time AI conversational technology that must include accurate lip and mouth synchronization in addition to video synthesis technology. Using real models, not fake computer-generated ones, is critical as well.

HyFlex and virtual models ensure equity

https://www.ecampusnews.com/2021/10/29/3-ways-hyflex-and-virtual-models-help-ensure-equity/

  1. Faculty training plays a critical role in HyFlex learning and equity
  2. Online and HyFlex options that started with the pandemic are helping ensure equity
    lecture capture
    get training and to learn from each other
  3. Engagement remains critical, whether in person or in a HyFlex model
    how they’re going to teach remote students, but also students in the class, at the same time,

 

Adoption of virtual reality technology in higher education

Marks, B., & Thomas, J. (2021). Adoption of virtual reality technology in higher education: An evaluation of five teaching semesters in a purpose-designed laboratory. Education and Information Technologies. https://doi.org/10.1007/s10639-021-10653-6
https://link.springer.com/article/10.1007/s10639-021-10653-6
Annotations:
https://hyp.is/go?url=https%3A%2F%2Flink.springer.com%2Fcontent%2Fpdf%2F10.1007%2Fs10639-021-10653-6.pdf&group=P8vZV2ra

Upskilling: The Next Revolution in Higher Education

Upskilling: The Next Revolution in Higher Education

In a business context, upskilling refers to how we teach employees new skills. When we talk about upskilling at All Campus, we’re thinking about the bigger picture. On a large scale, upskilling refers to students and employees putting heightened emphasis on rapid career and practical skill development.

Just as online learning made it possible to go to school from anywhere, the growing market for graduate, non-credit and professional certificate programs will push flexibility even further.

For students, shorter non-credit courses and certificate programs provide more opportunities to develop skills and advance their knowledge in smaller blocks of time and lower cost.

According to Strada Education, 65% of the U.S. workforce does not have a four-year degree and, as more people question the value of degree programs in general, micro-credentials and other alternative education options are bound to generate long-term momentum.

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

Gamification as Design Thinking

Hung, A. C. Y. (2018). Gamification as Design Thinking. International Journal of Teaching and Learning in Higher Education, 30(3), 1812–9129.
https://hyp.is/go?url=https%3A%2F%2Fdocs.google.com%2Fdocument%2Fd%2F1k79afSI7WEvAnJGgy5ANs8Xw_wfJ8XWEuk9ri6exIVQ%2Fedit&group=9ypxjpYK
By reflecting-in-action,  the practitioner is able to gain metacognitive awareness  and perceive his/her intuitions and biases, test  hypotheses, and take on new perspectives. The  approach of having students learn by designing their  own games combines design thinking and game-based  learning (Kafai, 1995, 2006; Li, Lemieuz,  Vandermeiden, & Nathoo, 2013). Design thinking also  supports new forms of literacies brought on by new  media technologies as well as game-based learning.

It is likely that the effects of gamification cannot  easily be measured satisfactorily through surveys of  motivation, engagement, attendance, or grades because  there are too many variables that could affect how students  respond. Critics of gamification argue that it over

simplifies complex problems (Bogost, 2015; Robertson,  2010). However, both gamification and design thinking  are approaches to problem-solving. With design thinking,  gamification may be used in more meaningful ways  because design thinking offers a different lens through  which to conceptualize the problem.

Extended Reality Higher Education

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.

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