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14 Predictions for Higher Education in 2022
https://campustechnology.com/articles/2022/01/04/14-predictions-for-higher-education-in-2022.aspx
Forget Hyflex
our faculty will discover that effectively teaching in a hyflex environment without adequate support is extremely difficult and truly exhausting.
Adapt Hyflex — and Be Ready for Anything (security)
Move Beyond Zoom into the Metaverse
Reap the Rewards of 2 Years of Strategic Decision-Making
campus leaders who have intentionally put students at the center of organization and system design will reap a great reward.
Expect More Disruption and More Innovation
look for movement in the augmented and virtual reality space.
Online Ed Becomes the Norm
online education will become the norm rather than the step-sister of “traditional” education
Build Off the Threads that Are Here to Stay
Alternatives Will Continue Gaining Ground
The cultures within institutions may prevent these significant changes from occurring. If that occurs, alternatives will continue to build momentum.
Emphasize Choice and Support
Alumni will be looking for upskilling opportunities via microcredentials, to navigate growth and career change during the “Great Resignation.” Recent high school grads will expect a variety of online, hybrid and in-person courses to choose from, many bringing with them years of experience with virtual learning.
Students Need Faster Routes to Completion
Climate Change Ed Gets Embedded
Hybrid Learning Tech Will Step Up
many lecture theaters might come to look like professional TV studios, to meet growing quality and usability expectations. Also, technologies will likely be expected to make classrooms environments more “peer-learning friendly” and inclusive
Blockchain Will Gain Ed Pickup
The (Arizon State) university announced that in 2022 it would release Pocket, a digital wallet for students as a comprehensive learner record.
How Remote Learning Subverts Power and Privilege in Higher Education
https://www-edsurge-com.cdn.ampproject.org/c/s/www.edsurge.com/amp/news/2021-09-06-how-remote-learning-subverts-power-and-privilege-in-higher-education
It is important to use the lessons of this transition to challenge what Paulo Freire calls “the banking system” of education—where professors aim to simply deposit knowledge into students—and instead create inclusive pedagogies that acknowledge the diversity of our students and provide a safe space that invites them to speak up. Decolonization is not just about removing a few dead white men from our syllabi, or adding more women of color. It’s about making sure that everyone’s experience is represented. It’s about decentering the traditional power hierarchy in the classroom, so that the professor is not the sole transmitter of knowledge who imposes a singular (and often Western) view. It’s about ensuring equitable participation among students, so that they don’t remain silent and passive receivers whose varied life experiences are dismissed.
In a Zoom classroom, the teacher is no longer the central authority. Chat offers real-time parallel participation. The ability to enter and exit at will equalizes power.
Even before the pandemic, many educators knew that the traditional methods of teaching and research would have to be overhauled at some point. As a professor of humanities, I had been aware of the need to employ hybrid pedagogies more in tune with the digital age and shortened, over-stimulated attention spans. Advantages to joining students in their digital space far outweigh dated arguments railing against the medium; if anything, the pandemic’s isolating effects already prompted students to seek refuge there.
At this moment, the modern university stands at a turning point. Instead of wanting to go back to how things were, we should be looking at radical pedagogical interventions that make the most of remote learning as an accompaniment to the traditional classroom experience. This is the time to put “interdisciplinary” ideas into practice by experimenting with new methodologies.
The Metaverse Is Bad
https://www.theatlantic.com/technology/archive/2021/10/facebook-metaverse-name-change/620449/
In the simplest explanation, the metaverse is just a sexy, aspirational name for some kind of virtual or augmented-reality play. Facebook owns a company called Oculus, which manufactures and sells VR computers and headsets. Oculus is also making a 3-D, virtual platform called Horizon—think Minecraft with avatars, but without the blocks. Facebook, Apple, and others have also invested heavily in augmented reality, a kind of computer graphics that uses goggles to overlay interactive elements onto a live view of the world. So far, the most viable applications of VR and AR can be found in medicine, architecture, and manufacturing, but dreams of its widespread consumer appeal persist. If those dreams become realized, you’ll probably end up buying crap and yelling at people through a head-mounted display, instead of through your smartphone.
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more on the metaverse in this IMS blog
https://blog.stcloudstate.edu/ims?s=metaverse
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.
https://www.eventbrite.com/e/playposium-2021-welcome-to-the-playvolution-tickets-168051551715
Professors at Play celebrates its second year with an all-new, totally fun, online Playposium. What’s a Playposium? For us, it’s a chance for professors from all over the world to come together, learn, discover, find inspiration and play. We believe that play can change higher education and the world.
This year’s event will take place on Zoom, 8am -3pm MST, Friday, October 15th, 2021.
https://recruit.apo.ucla.edu/JPF06841
POSITION DESCRIPTION
UCLA Extension seeks XR (augmented and virtual reality) professionals to teach in a new online certificate program housed within the UCLA Extension Center for Immersive Media. This recruitment is for online instructors for remote and asynchronous instruction, three hours per week, for ten-week quarters.
The center is focused on enterprise applications, workforce training in XR, narrative structures for XR storytelling, and (UX) User Experience in XR. This XR program is focused on training individuals to become XR content developers. The emphasis of this certificate is not on advanced coding or hardware development. Areas of recruitment include:
- XR Frameworks, an introduction to the XR business, user cases & goal/needs evaluation
- XR Tools I, an introduction to a modeling software such as Blender
- XR Tools II, prototyping tools with an emphasis on Unity
- XR Narratives, the use of non-linear narrative structures in XR development
- XR User Experience I, usability applications and studies bringing together previous class course work into VR and XR projects
- XR User Experience II, advanced XR experience studies and applications
- XR Product Pipeline & Project Management, Best practices including stages of production, critical paths, etc.
- XR Capstone Project, creation of final portfolio piece UCLA Extension is the open-access, self-supporting continuing education division of UCLA. The Department of the Arts offers a wide variety of certificate programs and courses, including post-baccalaureate credit-bearing (400-level), continuing education (CEU) credit, and non-credit bearing general interest courses. Course disciplines in the Visual Arts span subject areas such as Design Communication Arts, User Experience, Photography, Studio Arts and Art History. Our courses and certificate programs offer students the opportunity to learn from highly qualified practitioners who are passionate about teaching. Applications to teach are accepted throughout the year in order to fill immediate program needs and to increase the depth of the instructor pool, but interviews will only be scheduled with qualified applicants who can fill anticipated openings. XR Instructor Qualified applicants possessing current industry knowledge and experience in the following topic area(s) are encouraged to apply: AR, VR, MR, XR, User Experience Design, Gaming, Immersive Interface Design, XR Research, Software (Unity, Blender), XR Hardware. Classes are currently online only. Two formats are available: asynchronous, or live Zoom lectures. Each course is 11 weeks, enrollment limited to 20 students. Instructor Duties: • Develop or update course syllabus to meet campus approval requirements, in consultation with the UCLA Extension Program Director and Program Manager. • Use subject-matter expertise to impart knowledge to students and leverage additional resources appropriately to enhance the curriculum (i.e. make arrangements for guest speakers, etc.) • Design interactive and motivational classroom activities to fully engage participants and to reinforce student learning. • Update materials periodically, and regularly monitor course evaluations in order to make adjustments and improvements to the curriculum. • Respond to student questions and learning needs in a timely manner. • Communicate with Program Director and Program Staff in a timely manner. • Complete required administrative tasks in a timely manner including: completing all new hire paperwork, submitting updated quarterly syllabus, posting bio and photo on the UCLA Extension website, accepting quarterly contract, submitting required textbook orders, and communicating classroom needs to the appropriate people. • Participate in required orientations and instructor training programs. • Employ culturally competent teaching methodologies in the classroom inclusive of both domestic and international student populations. • Stay current regarding the professional body of knowledge in the field • Respond to student inquiries about final grades and consult with Program Director as needed. • Maintain a record of final grades for up to 13 months following the last class session. Qualifications: • Creation of XR products, with portfolio examples and specific role(s) in producing • 3-5 years industry experience • Commitment to the highest level of academic standards and integrity. • Current knowledge of and demonstrated proficiency in subject area. • Highly effective oral and written communication skills, including the ability to convey conceptual and complex ideas and information. • Outstanding interpersonal skills and high emotional intelligence. • Proficiency in or willingness to learn the use of instructional technology and online teaching tools. • College-level and/or continuing education teaching experience preferred. • Experience designing curriculum and measuring student performance preferred.
UCLA Extension is considered one of the top programs of its kind, offering to more than 35,000 students per year approximately 4,500 classes and non-degree certificate programs to meet the professional development, continuing education and personal enrichment needs of the full spectrum of nontraditional students as well as companies and organizations throughout and beyond the Los Angeles region.
Special Conditions of Employment
Instructors are hired on a quarterly contract basis.
Because Extension is a division of UCLA, all Extension degree-credit instructors and courses must be formally approved according to the regulations of the Academic Senate of the University of California. Eligibility to teach a course is contingent upon this formal academic approval. Once approved, teaching assignments are “by agreement.” The Instructor’s Contract outlines the deliverables for the course, the course schedule, and the compensation terms, subject to Extension policies and procedures. UCLA Extension makes no commitment to hire an instructor until it has sent and received a signed
Instructor Contract. Should the course section an instructor plans to teach be cancelled for any reason, the Instructor Contract, including rights to compensation for future section meetings, is voided.
In an effort to promote and maintain a healthy environment for our students, visitors and employees, UCLA is a smoke-free site. Smoking is prohibited within the boundaries of all UCLA owned, occupied, leased, and associated building and facilities. UCLA Extension is an Equal Opportunity Employer that values a diverse workforce.
To Apply:
Please follow the “apply now” link to submit the following:
Completed application form
Current CV
Link to portfolio or work samples if available
Cover letter”
QUALIFICATIONS
Basic qualifications (required at time of application)
Creation of XR products, with portfolio examples and specific role(s) in producing
3-5 years industry experience
Commitment to the highest level of academic standards and integrity.
Current knowledge of and demonstrated proficiency in subject area.
Highly effective oral and written communication skills, including the ability to convey conceptual and complex ideas and information.
Outstanding interpersonal skills and high emotional intelligence.
Proficiency in or willingness to learn the use of instructional technology and online
teaching tools.
College-level and/or continuing education teaching experience preferred.
Experience designing curriculum and measuring student performance preferred.
A discussion thread in the Higher Ed Learning Collective:
https://www.facebook.com/groups/onlinelearningcollective/permalink/853609748603058/
“Has anyone ever used Discord to communicate with their students and to deliver short lectures or have office hours? We don’t use Zoom and MS Teams only covers one section. I have four sections of the same course. I found one article in favor of it, but figured I’d check with the general community.”
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more on Discord in this IMS blog
https://blog.stcloudstate.edu/ims?s=discord
Zoom-alternative Engageli raises $33M to grow its digital learning platform
https://www.highereddive.com/news/zoom-alternative-engageli-raises-33m-to-grow-its-digital-learning-platform/599901/
Rather than create plug-ins for Zoom or similar services, however, Engageli’s founders created a standalone platform that combines video with active-learning features such as quizzes and small-group breakouts. Instructors can also track engagement.
Class, formerly named ClassEDU, last year began testing add-on software for Zoom that allows instructors to administer assignments and track student engagement.
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more on Zoom in this IMS blog
https://blog.stcloudstate.edu/ims?s=zoom
7 Dos & Don’ts for Post-Pandemic Teaching With Technology
Here’s what students hope you’ll keep doing in the fall — and what they hope you’ll drop.
https://www.chronicle.com/article/7-dos-donts-for-post-pandemic-teaching-with-technology
a February panel of students sharing their views on pandemic teaching….
- DON’T lecture with slides for an entire Zoom class.
- DO offer more active-learning and discussion exercises in class.
- DON’T require students to use a tech tool that you don’t understand.
- DO keep using anonymous polling.
- DO get students up and about.
- DO provide more asynchronous materials and activities.
- DO emphasize interaction with and between students.
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more on online learning in this IMS blog
https://blog.stcloudstate.edu/ims?s=online+learning
Study: Gamification Techniques Can Improve Online Teaching
https://campustechnology.com/articles/2021/04/12/study-gamification-techniques-can-improve-online-teaching.aspx
A new study out of MIT‘s Sloan School of Management explores the use of ideas and tools from the gaming community to improve online teaching and student learning outcomes.
four key elements for maximizing student engagement in online learning:
- Narrative — a specific storyline or overarching theme. For instance, study co-author Brian Stevens, senior lecturer at the University of Tennessee‘s Haslam College of Business, created a video game theme for his statistics class, incorporating “Boss Battles,” “Speed Runs” and wacky characters to spice up his lectures.
- Continuous flow of action in sight and sound, even before class starts. For example, Lo uses a countdown timer and upbeat music on his course page about 30 minutes before the start of a synchronous lecture, to build anticipation for class. He also switches tasks and/or scenes every 15 minutes to help maintain students’ attention and interest levels.
- Opportunities for two-way communication. To help turn students from viewers into participants, Lo uses a combination of the “Raise Hand” function in Zoom, polls, breakout sessions, surveys and the chat window.
- High production quality. Lo built a home studio with various input devices, professional lighting, a green screen and more to create richer, more engaging presentations for students.
The full study, “The World of EdCraft: Challenges and Opportunities in Synchronous Online Teaching,” is openly available online
serious gamers and gamification experts on that panel. More here on the initiative: https://tinyurl.com/IABOL2021
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more on gamification in this IMS blog
https://blog.stcloudstate.edu/ims?s=gamification