Category Archives: Learning Technology Integrations

Highlighting information related to any technology incorporated into an online course to assist with learning. This can include D2L Brightspace, Flip, Kaltura MediaSpace, Kahoot, virtual reality/augmented reality simulation, etc.

Software in the Classroom and Its Approval for Use

“To use or not to use” is the question that has come up about software usage in the classroom (in-person and online). With such an abrupt shift to more online learning from the previous pandemic, the need to use various applications, integrations, and software in the classroom has been on the rise. To add more to a course for student enrichment, faculty have searched for software that could aid with this endeavor.  

There are many diverse types of software available on the market. For instance, there are those that provide learning activities, easy access to a textbook, store student work, or even provide additional learning material. They can also be used to provide interactivity with the material and provide more engagement. Then there are the ones that either entirely or partially incorporate artificial intelligence (AI). While there are many available, both for a price and free, not all are approved for use in the classroom at SCSU by the Minnesota State system. Something to keep in mind is that approval for use may be institute specific. 

What Gets Checked and Why 
Data Compliance and Security 

As a duty to our students, the university is bound, by law, to keep their personal information safeguarded. At the federal level you have the Family Education Rights and Privacy Act of 1974 (FERPA) and at the state level is the Minnesota Government Data Practices Act (MGDPA) (St. Cloud State University, n.d.). With unapproved software (and websites), this information could be at risk. These risks could stem from tracking cookies, and malware (viruses, ransomware, spyware, keystroke logging, etc.), which can track user information, collect personal data, and cause a user’s device to not work properly (Federal Trade Commission, 2021).   

System Integration and Accessibility 

New software must be checked to see if it is compatible with our current Learning Management System (LMS) and provides features that make it accessible to all students. Technology is ever-changing and improving. As of the beginning of 2024, the Minnesota State system switched over to Learning Tools Interoperability® (LTI®) 1.3.  Any LMS integrations not using the LTI 1.3 specification will not be approved for use.  

Also, so that all students can use any software available at the university, it must be accessible. Under the Americans with Disabilities Act (ADA) of 1990, learning materials and activities should be provided to students with accessibility features added to help remove/decrease obstacles to learning. The features vary depending on what is present in the software.  

Terms and Conditions 

Another issue is the usage agreement language within the contract. Everything written within a contract needs to either be deemed acceptable or amended during the approval process. There may be verbiage in a contract that is unclear, unfavorable, or just unacceptable for the university. This is when the legal team steps in to make sure that the language in the contract has the university’s best interest in mind and proper usage of the software is followed, once approved.   

The Process of Approval  

For software to become approved by the system, there is a process that it must go through. All software (websites, downloadable, etc.) for use at the university need to be reviewed for compatibility, security, and legal purposes to make sure that all parties can use the application safely and properly. Whether for a price or free, each software must go through a predetermined process.  

Simply stated, for both processes, are the following steps: 

  1. Requestor provides the specified information about the desired software application  
  2. The Information Technology Services (ITS) department conducts a review for compatibility with the current systems 
  3. The Minnesota Attorney General’s Office (AGO) conducts a review of the legal policies       

For more information about each process, you can read more about it on the Information Technology Services (ITS) webpage 

The Alternatives 

The Minnesota State system has approved many software applications for classroom use. Based on your needs, there may be something available for most learning activities administered within a course. The ITS department has a list (with downloadable links) on one of their web pages. For a full list and assistance with setup, please contact ITS. Below is a table with ways the approved software applications can be used within a course.  

For Learning Activities  Approved Software Applications 
Meetings 
  • Microsoft Teams 
  • Zoom 
Collaborative work 
  • D2L groups 
  • Zoom or Teams Whiteboard 
  • Microsoft Outlook 
  • Microsoft SharePoint 
Interactivity 
  • H5P 
  • Kaltura quizzes and hotspots 
  • Zoom quizzes and polls 
  • Adobe 
  • Kahoot (Contact IT for the SCSU branded version) 
Learning materials (can include textbooks, articles, blogs, assessments, supplemental material, videos, etc.) 

*Log-in may be required for access* 

  • Cengage 
  • Pearson 
  • Wiley (Assignments and Resources) 
  • FlatWorld (Assignments and Books) 
  • McGraw Hill (ALEKS and Connect) 
  • SAGE Vantage 
  • RedShelf 
  • myBusinessCourse  
For Other Uses  Approved Software Applications 
Academic integrity 
  • Lockdown Browser and Respondus Monitoring 
  • Turnitin (only for courses in the Herberger Business School) 
Teaching presence 
  • Media Library (Audio notes and videos) 
  • Kaltura 
  • Zoom 

SCSU makes every effort to approve and make software available to faculty for use in their classroom. No matter if the entire course is reliant on a textbook integration (Pearson or Cengage) or if parts of the class are supplemented with learning activities (H5P or Kahoot), there is something available. If you are interested in learning more about what is approved and available at SCSU, please check out the Information Technology Services (ITS) webpage dedicated to this topic. If you are interested in having a desired software go through the approval process or have any questions, please contact ITS. 

The SCSU Online team can help you choose the right approved software for your classroom, whether it is taught in-person, online, or in combination. Just reach out to us via email or through Bookings 

Additional Reading: 

For more information on any of the following topics, please check out our previous blog articles. 

References:  

Federal Trade Commission. (2021, May). How to recognize, remove, and avoid malware. Federal Trade Commission Consumer Advice. https://consumer.ftc.gov/articles/how-recognize-remove-avoid-malware#:~:text=Once%20malware%20is%20on%20your,vulnerable%20to%20even%20more%20malware 

Kindel Media. (2021). Woman Smiling and Approving [Photograph]. Pexelshttps://www.pexels.com/photo/woman-smiling-and-approving-7688367/     

St. Cloud State University. (n.d.). Data privacy and data practice. https://www.stcloudstate.edu/policies/data-privacy/default.aspx  

St. Cloud State University. (2023, September 12). Software purchasing guidelines for campus. Retrieved October 5, 2023 from https://services.stcloudstate.edu/TDClient/1919/Portal/KB/ArticleDet?ID=147217  

Digital Storytelling: A New Way to Engage

Within a school setting, students are considered the learners, and instructors are the teachers, but that dynamic can limit the potential for students to take on a teaching role and for instructors to take on a learning role. Of course, the student may not be able to teach the foundational knowledge of the course to the instructor, but they can provide a unique perspective on it by applying it to their personal experience. This is the basis for Digital Storytelling, a concept that utilizes modern technology to tell stories, and it can be a significant aid in engaging students in course content.

What is Digital Storytelling?

Using multimedia tools, students can tell a story related to the topic given by the instructor. Students can use a subject they are experts on – themselves – to explore new topics outside of a purely lecture- or text-based perspective. It encourages multiple areas of learning by having students self-reflect and apply foundational knowledge while simultaneously refining media-making skills through the creation of videos, audios, animation, and graphics that tell their story.

Why Should Digital Storytelling be Used in the Classroom?

Not only does Digital Storytelling teach information and digital literacy, but it also teaches media-making skills like succinct scriptwriting and professional development (Smeda et al., 2014). It is also an inclusive, multimodal, non-text-based structure that works for online, hybrid, and hyflex courses (Chaidez & Carmona, 2023). Students experience an overwhelming amount of lecture-driven content with the expectation of reciting the information back through homework or quizzes. Digital storytelling allows them to have a hands-on experience that does not require sitting quietly in a classroom for an hour. Rather, that time can be spent sharing their perspective and engaging with other students’ work, which can be far more memorable.  In this way, it ties into Universal Design for Learning by engaging students to become self-motivated and self-reflective, represent themselves through their unique symbols and language, and express themselves with a mix of media tools.

Some examples of assignments that make use of Digital Storytelling include video essays, “pocket documentaries” with the audio/video recorded on a cell phone, podcasts, video resumes, StoryMaps (stories/videos that begin with an individual and moves to include a broader region), and PhotoVoice (participants take a picture of their community and then have a conversation with the class about it) (Chaidez & Carmona, 2023).  Students can also be tasked to create instructional material to demonstrate their understanding of the foundational content as well as their ability to organize and deliver that knowledge to an audience.

Tools at SCSU That Can Help with Digital Storytelling
Microsoft 365 & Sway

Students should be aware that their student email is a Microsoft Outlook account, but what they may not realize is that Microsoft 365 offers a suite of applications that they can utilize to tell their story. They may be familiar with Word and PowerPoint and their capabilities, but an application they may not have heard of is Sway. Sway is an application that is perfect for most story-telling needs. It provides a handful of templates ranging from blogs, photo collages, portfolios, resumes, and reports, but students can build a project from scratch that caters to their unique vision. Students can combine text, visuals (photos, videos, or graphics), audio, and their presentation skills in one place.  Projects are able to be shared out to classmates, and the instructor for easy access. As a bonus, expertise with Microsoft 365 products can be put on a student’s resume.

Adobe Creative Cloud

Once students have created their raw video or audio, they may want to edit their material. Perhaps they want to create illustrations or graphics to express their perspective instead. Maybe their creative vision requires more in-depth work that free software cannot handle. Adobe Creative Cloud is an all-in-one platform that students can utilize.  SCSU has the software available for students to use on campus lab computers. Students have access to the following Adobe applications: Express, Photoshop, InDesign, Premiere Pro, and over twenty others.  The full list of available applications can be found on the official Adobe website. Much like Microsoft 365, expertise with Adobe products is a helpful resume-builder, so encouraging students to utilize this resource while they have free access may also help them once they begin looking into jobs in their career field.

D2L Media Library Tool and Kaltura MediaSpace

As of 2023, a new tool called Media Library was made available in D2L, which allows for short-form media (less than 30 minutes) to easily be created within the platform.  Instructors and students can use this tool to create and store videos and audio for various learning activities and materials.  For assignments that only require the student to briefly record themselves speaking, instructors can direct students to either use the ‘Record Video’ or ‘Record Audio’ buttons.  Instructors can also encourage students to upload any of the videos (SWF, MPG, MPEG, RM, MP3, MP4, M4V, M4A, AVI, WAV, RAM, ASF, MOV, RA formats only) they create to the Media Library. This will allow students to keep an archive of their work, they can go back once the assignment closes and the semester ends.

For long-form media (over 30 minutes) and screen recording, students can use their Kaltura MediaSpace account.  There are two types of recording options that students can choose from for recordings, based on their needs.  Students can either use Express Capture for facial or voice-only recordings, or they can use Kaltura Capture to record their screen.  These videos are saved and stored on MediaSpace, so that students can edit, and  caption, then embed them in D2L.

Equipment Checkout at the Miller Learning Resource Center

If students are required to use a video camera to record, or to take photographs, they can directed to the campus library to check out such equipment. View the list of what they have available. This way, students are allowed to experience new technology, without the commitment of buying their own for a possible one time usage.

Implementing digital storytelling exercises within a course is a rewarding experience. By giving students the opportunity to tell their story, not only will instructors give them a chance to explore their unique perspectives of the same topic, but it gives instructors the opportunity to learn from their students’ experiences. These opportunities are all too rare in a college setting where instructors rely on lectures and text-based lessons that are often quickly forgotten after the semester ends. Stories are not only memorable, but they demonstrate how applicable the lessons learned in the classroom can be in a real-world scenario. Students will look back on those lessons long after they have finished the course, not because they were lectured to about it or had to read a chapter in a textbook, but because they had a chance to apply it to their lived experience.

If you are interested in learning more about helping students tell their stories through multimedia or if you want to know more about the digital tools available at SCSU, please let us know.   The SCSU Online and Distance Learning team is available via email or through the Bookings.   We can demo any of the tools and provide further uses in the course.

Additional Reading:

For more information on any of the following topics, please check out our previous blog articles.

References:

Chaidez, S. & Carmona, S. (2023, August 24). Tell me your story: Building engagement and inclusion in online and hybrid courses with digital storytelling methods. Online Learning Consortium. https://onlinelearningconsortium.org/webinar/tell-me-your-story-building-engagement-and-inclusion-in-online-and-hybrid-courses-with-digital-storytelling-methods/

Robin, B. R. (2016). The power of digital storytelling to support teaching and learning. Digital Education Review, 30, 17-29. https://eric.ed.gov/?id=EJ1125504

Smeda, N., Dakich, E., & Sharda, N. (2014, December 3). The effectiveness of digital storytelling in the classrooms: A comprehensive study – smart learning environments. SpringerOpen. https://slejournal.springeropen.com/articles/10.1186/s40561-014-0006-3

Souza, R. (2019). Photo of a man sitting in front of a camera [Photograph]. Pexels. https://www.pexels.com/photo/photo-of-a-man-sitting-in-front-of-a-camera-2531552/  

 

 

CJ Laudenbach is a student of the Mass Communication – Strategic Media Communications program at SCSU. She has past experience as a writer and editor for the University Chronicle.

The Metaverse and the Virtual Campus for Online Learning

With its promise of immersive experiences, the Metaverse is changing the face of online education.  H5P is a software application that can aid in the creation of interactive content, offering a diverse array of content types designed to meet various educational needs. 

Online technologies are now an essential component of the learning environment, resulting in a significant shift of the education sector. Even though many colleges and universities have embraced digital platforms, educators are becoming increasingly interested in the notion of the Metaverse as a cutting-edge method for online instruction (Kaddoura & Al Husseiny, 2023). The Metaverse promises an enhanced educational experience with the introduction of new opportunities in a variety of sectors, including military training and medicine. 

Overview of the Metaverse 

The Metaverse is a virtual world that combines aspects of virtual reality (VR) and augmented reality (AR) with artificial intelligence (AI), allowing user-created avatars to interact in a digital setting (Kaddoura & Al Husseiny, 2023). Definitions and notions are always changing in this environment; some have even referred to it as a post-reality cosmos with continuous multiuser participation. Whereas VR submerges viewers in a virtual realm, AR offers an interactive overlay over the actual world to create the Metaverse. This innovative term, which was first used by Neal Stephenson in 1992, combines the meanings of “meta” (beyond) and “verse” (universe) to refer to a place where the virtual and the real coexist (Kaddoura & Al Husseiny, 2023).  

In the Metaverse students can go beyond the confines of conventional online learning. It provides an immersive virtual reality experience by fusing social media, blockchain technology, AR, and VR to create interactive environments that resemble the real world. This ever-changing digital landscape provides a stage for producing meaningful experiences, social connections, and long-lasting content. It has applications in both education and gaming, enabling users to make avatars with distinctive looks and actions. With the creation of generative models and advancements in vision and language recognition, we may anticipate an increasingly natural and immersive user experience as technology progresses. 

Challenges to Metaverse Adoption 

While the Metaverse holds exciting prospects, concerns about security, privacy, and potential abuse or harassment by other internet users pose significant drawbacks. The term “privacy” typically encompasses concerns related to the confidentiality and control of one’s personal information, while “security” refers to the protection of that information from unauthorized access, disclosure, or modification (McKinsey & Company, 2022).  

In the context of the metaverse, these concerns are particularly relevant due to the immersive and interactive nature of the platform, which could potentially expose users to a wider range of risks than with traditional online environments. Because of the possibility of unwanted access to user accounts, devices, and personal data, there are security concerns in the metaverse. This might involve stealing login passwords, listening in on conversations, and gathering private data like bank account information or physical location. Utilizing VR headsets and other immersive technologies may increase these concerns since they have the potential to gather and share private information about user’s movements, physical attributes, and even mental states. 

Concerns of abuse and harassment in the metaverse extend beyond privacy and security. Because of the platform’s immersive and interactive features, hate speech, cyberbullying, and other online abuse may flourish there. Since there are no physical borders in the metaverse, people may feel more comfortable engaging in abusive or offensive behavior because of their potential anonymity. Victims may therefore find it more difficult to flee or get assistance. 

Benefits of Metaverse Adoption 

The Metaverse offers exciting opportunities for education. It eliminates the need for physical infrastructure, such as classrooms, laboratories, and equipment. This could lead to significant savings for schools and universities, especially those in remote or underserved areas. It can facilitate the delivery of personalized learning experiences, which can be tailored to each student’s individual needs and learning style. This can reduce the need for one-on-one tutoring or specialized accommodations (Kaddoura & Al Husseiny, 2023). 

Online learners can often feel isolated from the traditional classroom environment, which can negatively impact their learning experience. It fosters collaborative learning opportunities, enabling online learners to connect and interact with peers from diverse backgrounds. This can enhance their learning experience by promoting peer-to-peer learning, knowledge sharing, and teamwork. The metaverse’s virtual social environment can help reduce this isolation by providing opportunities for interaction and engagement with peers and instructors. 

Using H5P to Create a Small-Scale Metaverse  

In the dynamic landscape of education, technological innovations continually reshape the way educators teach and students learn. One such tool making waves in the realm of education is H5P (HTML5 Package), an open-source content creation platform. 

H5P stands as a versatile and robust resource, offering educators a toolkit to craft interactive content that transcends traditional teaching methods. Its versatility enables the creation of diverse content types, from interactive presentations and books, AR scavenger hunts, and virtual (360) tours to immersive videos embedded with assessments (H5P Group, n.d.). 

By educators leveraging their H5P account, they can seamlessly integrate these interactive elements into their D2L courses. This flexibility empowers educators and content creators to preview and explore a wide range of content types, fostering an engaging and dynamic learning experience for students. Whether it is quizzes, presentations, games, or other interactive formats, H5P provides a user-friendly platform for enhancing educational content across different digital environments 

The Metaverse holds immense potential to revolutionize education by offering immersive and engaging learning experiences, improving accessibility for distant learners, and facilitating personalized learning. However, it is important to address the potential challenges associated with security, privacy, and abuse before the metaverse becomes a mainstream platform. H5P, an open-source content creation platform, can be a valuable tool for teachers to create interactive and engaging content for the metaverse. By leveraging H5P and other innovative technologies, educators can create a more immersive and effective learning experience for all students. 

If you are interested in learning more about H5P, please let us know.  The SCSU Online and Distance Learning team can provide some information to get you started.  You can reach out to us via email or through Bookings.  If you would like to inquire about signing up for an H5P account, please contact Scott Wojtanowski at scott.wojtanowski@minnstate.edu.

Additional Reading:

For more information on any of the following topics, please check out our previous blog articles.

References: 

Cameron, J. (2020). Photo of boy video calling with a woman [Photograph]. Pexels. https://www.pexels.com/photo/photo-of-boy-video-calling-with-a-woman-4145197/ 

Cheong, B.C. (2022). Avatars in the metaverse: Potential legal issues and remedies. International Cybersecurity Law Review 3, 467–494. https://doi.org/10.1365/s43439-022-00056-9 

H5P Group. (n.d.). Examples and Downloads. H5P. Retrieved September 28, 2023 from https://h5p.org/content-types-and-applications 

Kaddoura, S., & Al Husseiny, F. (2023). The rising trend of Metaverse in education: Challenges, opportunities, and ethical considerations. PeerJ. Computer Science, 9, e1252. https://doi.org/10.7717/peerj-cs.1252 

McKinsey & Company. (2022, October 4). The metaverse: A new layer of opportunity. Retrieved September 28, 2023 from https://www.mckinsey.com/featured-insights/themes/welcome-to-the-metaverse 

 

Alekhya Jonnagaddala, is a Graduate Assistant at the Online and Distance Learning Department at Saint Cloud State University. She is pursuing a master’s in information assurance (MSIA). She has worked in the IT industry for 2 years as a Software Engineer and spends her leisure time cooking. 

How Educational Technology Can Improve the Exam Experience

Exams are becoming more accessible, safe, and entertaining through educational technology, which is changing education. Institutions are improving the exam experience by providing a variety of modalities, utilizing Learning Management Systems (LMS), and employing interactive questions and ethical AI content. 

The way we approach education and exams has changed dramatically in the last several years. Exam accessibility has increased due to the integration of education technology, which has also improved the quality of education at an entire institution. Educational institutions have provided various course and exam modalities in response to the changing environment. These forms come in hybrid, online, and in-person versions. This flexibility allows students to choose the format that best aligns with their needs and learning style. These advancements in technology have made exams more accessible and positively impacted the overall educational experience. Institutions can leverage LMS platforms to improve the exam experience. 

Leveraging Learning Management Systems (LMS) for the Overall Exam Experience 

LMS platforms provide a flexible environment for designing exams that accommodate diverse learning needs. Teachers can create assessments ranging from multiple-choice questions to essay formats, allowing for a comprehensive evaluation of student’s understanding. Moreover, the accessibility features inherent in LMS platforms ensure that exams can be accessed and completed remotely, promoting inclusivity, and enabling students to take assessments regardless of their location or circumstances.  

LMS platforms allow for the integration of multimedia elements into exams. Teachers can incorporate videos, audio clips, images, and interactive content, using Kaltura and H5P, to create more engaging and comprehensive assessments (Thakare, 2017). This integration of diverse resources not only enhances the exam experience but also caters to varied learning styles, enriching the overall learning journey. 

The adaptive nature of LMS platforms enables personalized assessments tailored to individual student progress. Through features like branching logic and adaptive quizzing, exams can dynamically adjust difficulty levels based on student’s responses, offering a more customized evaluation. 

By leveraging the capabilities of LMS platforms, educational institutions can redefine the exam experience. These digital ecosystems offer a transformative approach to assessments, fostering adaptability, accessibility, and personalization. As institutions continue to harness the potential of these platforms, the exam landscape evolves, creating an environment where assessments become not just evaluative tools but opportunities for enriched and engaged learning experiences. 

 Creating an Engaging Exam Experience

Authentic evaluations require students to acquire abilities like problem-solving and creative thinking, which go beyond typical tests. They provide students with several options for showcasing their knowledge. These assessments can include different applications, techniques, and tools. 

  • Using Varied Applications: Computer software allows students to gain real-world experience. For instance, accounting students can use Microsoft Excel to produce a balance sheet. Virtual presentations provide students with the ability to simulate real-world situations. For instance, business students can make a sales proposal using Zoom or Kaltura. Written assignments have students write essays using standard pen and paper or using digital resources. 
  • Using Different Techniques: Assessments have undergone a revolution because of interactive questions, which let students show their understanding in a variety of ways. For example, within Kaltura video-based exam questions, answers can be used to make the evaluation process more interesting and real. Kaltura also has the option of incorporating hotspots into a video exam for further student engagement.  
  • Using Third-Party Tools: More dynamic methods of evaluating student’s knowledge are provided by third-party programs, which also give a variety of possibilities for designing interesting exam experiences. The university has partnerships with various textbook companies (Cengage, Pearson, Wiley, etc.) that are integrated into D2L. This integration allows faculty to access composition exam materials and students access to exam aids. 
  • AI Generated Exam content:  Artificial Intelligence (AI) in education has created new opportunities successful successfully designing dynamic, interesting, and effective exam experiences. Teachers are using AI tools more often to create exam questions that are not only multiple-choice. Artificial intelligence (AI) enabled tools can produce case studies, problem-solving scenarios, and simulations that replicate real-world situations (Keith, 2023).  Through these types of exam questions/prompts, students are encouraged to apply their knowledge in real-world situations through this immersive method of assessment.  By doing so, students can deepen their understanding and develop their critical thinking abilities for the subject matter.
Other (Non-Technological) Ways to Improve the Exam Experience 

For students to succeed, it is imperative that they are adequately prepared for online assessments. Here are some crucial things to remember: 

  • Reduce Anxiety: Students who study well usually experience less anxiety during tests. This can be facilitated by having a clear understanding of the examination procedure and expectations.
  • Clear Expectations: Reducing ambiguity during online exams can be accomplished by being open and honest with students about what to expect.
  • Practice Exams: Providing practice exams helps students get comfortable with the testing environment, which lowers anxiety and makes for a more seamless exam experience. 

The exam experience has been transformed by educational technology, which has increased its effectiveness, accessibility, and engagement. Through the use of AI-generated content, LMS platforms, and interactive question types, teachers may design exams that accommodate a variety of learning styles and foster a deeper comprehension of the subject matter. Exams will transform from being merely tools for evaluation into chances for students to demonstrate their knowledge and acquire critical skills necessary for success in a world that is changing at a rapid pace if educational institutions continue to adopt these technological developments. 

If you are interesting in how to best leverage AI to create content for exams or any learning content, please let us know.  We can provide you with strategies for proper use, the best way to address it with your students, or even what to expect.  The SCSU Online and Distance Learning team can get you started, just reach out to us via email or through Bookings

Additional Reading:

For more information on any of the following topics, please check out our previous blog articles.

 

References: 

Anderson, T. (2008). Teaching in an online learning context. The Theory and Practice of Online Learning (2nd ed.) (pp.484). Athabasca University Press. https://doi.org/10.15215/aupress/9781897425084.01 

Kampus Production. (2020) Serious young woman with diverse groupmates working on laptops in library [Photograph]. Pexels. https://www.pexels.com/photo/serious-young-woman-with-diverse-groupmates-working-on-laptops-in-library-5940712/ 

Keith, T. (2023, January 23). Combating academic dishonesty, part 6: CHATGPT, AI, and academic integrity. Academic Technology Solutions. https://academictech.uchicago.edu/2023/01/23/combating-academic-dishonesty-part-6-chatgpt-ai-and-academic-integrity/ 

Sarker, M. N. I., Wu, M., Qian, C., Alam, G. M., & Li, D. (2019). Leveraging digital technology for better learning and education: A systematic literature review. International Journal of Information and Education Technology, 9, 453-461. doi:10.18178/ijiet.2019.9.7.1246. 

Thakare, R. (2017). 10 things you need to know when choosing a learning management system. eLearning Industry. https://elearningindustry.com/10-things-need-know-choosing-learning-management-system 

Alekhya Jonnagaddala, is a Graduate Assistant at the Online and Distance Learning Department at Saint Cloud State University. She is pursuing a master’s in information assurance (MSIA). She has worked in the IT industry for 2 years as a Software Engineer and spends her leisure time cooking.

Communication Made Easier with the New Media Library Tool in D2L

Don’t you wish that you could have more diverse forms of communication in your online course that are built right into D2L? Something that our Education Technology Innovation (ETI) specialist Greg Jorgensen says all the time is, “Wish out loud.” Well, D2L has added a few new tools with features that seem to have granted a few wishes. Recently, D2L has made it possible for faculty and students to further personalize the online classroom experience by adding even more avenues for communication. D2L unveiled its Media Library tool and added its usage to a few areas within the LMS.

What It Is

The Media Library tool allows faculty and students to record and store videos within D2L, for immediate use or to save for later. Recordings can be performed within each tool by locating the “Record” button or the “Insert Stuff” button in the WYSIWYG menu. Any media previously recorded was automatically saved to the library and could be retrieved and used multiple times. These recordings can be located via the “Existing Activities” button in the content or the “Insert Stuff” button in the WYSIWYG menu. Media can be edited to an extent and captioning is available. The D2L Media Library tool is like Kaltura MediaSpace, except there is no need to work outside the LMS. Below is a table of comparisons.

 

 
Media Library 
Kaltura MediaSpace
Used for videos up to 30 minutes  Used for videos over 30 minutes 
Used for audio up to 5 minutes  Used for audio over 5 minutes 
Record & add multimedia within D2L  Record multimedia within Kaltura, then add to D2L 
Record & add video within D2L; embed or link  Record video within Kaltura, then add to D2L; embed only 
Not shared outside of D2L  Shared outside of D2L 
Allows for increased options for more communication between students and faculty  Limited options for communication 
Video (only) editing capabilities: Minor (chapters, seek, cut, and optimize for streaming)  Video editing capabilities: Intermediate (hide audio, split video, cut, zoom, set in/set out) 
Audio cannot be edited  Audio can be edited with the same features as video (except for hotspots) 
Video quiz creation and hot spots are not possible  Video quiz creation and hot spots are possible 
Captioning available only  Captioning and transcription capabilities 
No recordings organization possible  Some recordings organization available (tags, playlists) 
Recordings imported to new course shells (except for student feedback)  Recordings not imported to new course shells  
How Faculty Can Utilize Media Library

The Media Library tool makes it easier to add multimedia to tools that previously did not have them. It also adds personal and humanization aspects to an online course. This can be especially impactful for asynchronous modalities, where there can be low interaction.

Now audio can be added directly to an announcement. Audio could be used to read aloud the announcement to add expressions, or for those students who could benefit from hearing the announcement read aloud. This could also occur with assignments. The Media Library tool allows you to provide a recording of the instructions and the feedback. With feedback, there is an option of reading aloud written text or just speaking the assignment’s feedback. Lastly, for discussion boards, multimedia can be added to new threads and thread replies. Faculty can either add prerecorded videos or audio to a new thread by using “Insert Stuff” or reply to a student’s thread with a new audio recording. Once again, a reply could be used again for reading text or spoken word.

How Students Can Utilize Media Library

Just as with the faculty, the Media Library tool could also be used by students to lend their voice and face to certain tools with D2L. Within the assignment tool, in addition to uploading a document and writing a comment, students can add both videos and audio. While audio may not be sufficient (due to the length), video submissions are possible. Examples of video submissions could be critiques and reviews, monologues, songs, poems, or other assignments where spoken word is acceptable. This is transferrable to discussion posts too. Students can provide recordings for both new threads and replies. The Media Library tool could even be used during exams to provide answers for written questions (short answer, written response, and fill-in-the-blank). This could be useful for students who like to talk through their answers instead of typing them.

No matter if you are recording a simple welcome announcement or having students video record their discussion posts, the Media Library tool provides more and quicker avenues for expression, personalization, and humanization. If you want to explore how to incorporate the use of the Media Library tool, reach out to the SCSU Online and Distance Learning team via email or through Bookings. We can walk you through the tool.

Additional Reading:

For more information on any of the following topics, please check out our previous blog articles.

 

References:

Padriñán, M. (2018). Pink background with speech bubble [Photograph]. Pexels. https://www.pexels.com/photo/pink-background-with-speech-bubble-1111369/