How to Stanch Enrollment Loss — from chronicle.com by Jeff Selingo
It’s time to stop pretending the problem will fix itself.

Excerpt:

The latest enrollment numbers from the National Student Clearinghouse Research Center, for the fall of 2022, paint an ominous picture for higher education coming out of the pandemic. Even in what many college leaders have called a “normal” fall on campuses, enrollment was down 1.1 percent across all sectors. And while the drop was smaller than the past two Covid-stricken fall semesters, colleges across every sector still have lost more than a million students since the fall of 2019.

At some point, colleges need to stop blaming the students who sat out the pandemic or the economic factors and social forces buffeting higher education for enrollment losses. Instead, institutions should look at whether the student experience they’re offering and the outcomes they’re promising provide students with a sense of belonging in the classroom and on campus and ultimately a purpose for their education.


The Key Podcast | Ep.91: The Pros and Cons of HyFlex Instruction — from insidehighered.com with Doug Lederman, Enilda Romero-Hall and Alanna Gillis

Excerpt:

During the pandemic, many colleges and universities embraced a form of blended learning called HyFlex, to mixed reviews. Is it likely to be part of colleges’ instructional strategy going forward?

This week’s episode of The Key explores HyFlex, in which students in a classroom learn synchronously alongside a cohort of peers studying remotely. HyFlex moved from a fringe phenomenon to the mainstream during the COVID-19 pandemic, and the experience was imperfect at best, for professors and students alike.

This conversation about the teaching modality features two professors who have both taught in the HyFlex format and done research on its impact.

From DSC:
When I worked for a law school, we had a Weekend Blended Learning Program.  Student evaluations of these courses constantly mentioned that these WBLP-based courses saved many students hundreds of dollars for each particular class that we offered online (i.e., cost savings in flights, hotels, meals, rental cars, parking fees, etc.).

Another thought/idea:

  • What if traditional institutions of higher education were to offer tiered pricing? That is, perhaps students participating remotely could listen in and even audit classes, but pay less.

Colleges should use K-12 performance assessments for course placement, report says — from highereddive.com by Jeremy Bauer-Wolf

Dive Brief:

  • Colleges should use K-12 performance assessments like capstone papers or portfolios for student course placements and advising, according to a recent report.
  • Typical methods of determining students’ placement in early college classes — like standardized tests — don’t fully illustrate their interests and academic potential, according to the report, which was published by postsecondary education access group Complete College America. Conversely, K-12 performance assessments ask students to demonstrate real-world skills, often in a way that ends with a tangible product.
  • The organizations recommend colleges and K-12 schools mesh their processes, such as by mutually developing a high school graduation requirement around performance assessments. This would help strengthen the K-12 school-college relationship and ease students’ transition from high school to college, the report states.

From DSC:
I post this particular item because I like the tighter integration that’s being recommended between K12 and higher education. It seems like better overall learning ecosystems design, design thinking, and on-ramping.

Along these lines, also see:

How Higher Ed Can Help Remedy K-12 Learning Losses — from insidehighered.com by Johanna Alonso
Low national scores have spurred discussion of how K-12 schools can improve student performance. Experts think institutions of higher education can help.

Excerpt:

Now educators at all levels are talking about ways to reverse the declines. Higher education leaders have already added supports for college students who suffered pandemic-related learning losses; many now aim to expand their efforts to help K-12 students who will eventually arrive on their campuses potentially with even more ground to make up.

It’s hard to tell yet what these supports will look like, but some anticipate they will involve strengthening the developmental education infrastructure that already exists for underprepared students. Others believe universities must play a role in the interventions currently ongoing at the K-12 level.


Also see:

CIN EdTech Student Survey | October 2022 — from wgulabs.org

Excerpt:

Our report shares three key takeaways:

  1. Students’ experiences with technology-enabled learning have improved since 2021.
  2. Students want online learning but institutions must overcome perceptions of lower learning quality.
  3. Students feel generally positive about an online-enabled future for higher education, but less so for themselves..

5 things colleges can do to help save the planet from climate change — from highereddive.com by Anthony Knerr
A strategy consultant explores ways colleges can improve sustainability.

Overwhelming demand for online classes is reshaping California’s community colleges — from latimes.com by Debbie Truongs; with thanks to Ray Schroeder out on LinkedIn for this resource

Excerpt:

Gallegos is among the thousands of California community college students who have changed the way they are pursuing higher education by opting for online classes in eye-popping numbers. The demand for virtual classes represents a dramatic shift in how instruction is delivered in one of the nation’s largest systems of public higher education and stands as an unexpected legacy of the pandemic.

Labster Hits Milestone of 300 Virtual Science Lab Simulations — from businesswire.com
Award-winning edtech pioneer adds new STEM titles and extensive product enhancements for interactive courseware for universities, colleges, and high schools

Excerpt:

Labster provides educators with the ability to digitally explore and enhance their science offerings and supplement their in-classroom activities. Labster virtual simulations in fields such as biology, biochemistry, genetics, biotechnology, chemistry, and physics are especially useful for pre- and post-lab assignments, so science department leads can fully optimize the time students spend on-site in high-demand physical laboratories.

AAA partners with universities to develop tech talent — from ciodive.com by Lindsey Wilkinson
Through tech internships and for-credit opportunities, the auto club established a talent pipeline that has led to new feature development.

5 enrollment trends to keep an eye on for fall 2022 — from highereddive.com by Natalie Schwartz
Although undergraduate and graduate enrollment are both down, some types of institutions saw notable increases, including HBCUs and online colleges.

 

How Might Engineering Education Transition From In-Person To Hybrid and Online Modalities? — from insidehighered.com by Joshua Kim
Three questions for Rick Hill, professor of mechanical engineering at the University of Detroit Mercy.

Excerpts:

Tools I use in my classroom, including MATLAB and Simulink, are key to recreating the in-person lab experience and giving engineering students access to the same equipment as engineers in the field. Students can gain experience analyzing data, developing algorithms and creating models. They’re developing skills in the design of systems with multidomain models, simulation and deployment without the need for code.

Virtual labs allow an instructor to easily introduce “experiments” into nonlab classes, either in the middle of a lecture or in homework. I do this with live scripts and simulation models. It saves me and the students the time of having to set up and debug the lab hardware and saves the cost and space of the physical laboratory while providing a very quick and controlled environment for doing experiments.

 

How Long Should a Branching Scenario Be?— from christytuckerlearning.com by Christy Tucker
How long should a branching scenario be? Is 45 minutes too long? Is there an ideal length for a branching scenario?

Excerpt:

Most of the time, the branching scenarios and simulations I build are around 10 minutes long. Overall, I usually end up at 5-15 minutes for branching scenarios, with interactive video scenarios being at the longer end.

From DSC:
This makes sense to me, as (up to) 6 minutes turned out to be an ideal length for videos.

Excerpt from Optimal Video Length for Student Engagement — from blog.edx.org

The optimal video length is 6 minutes or shorter — students watched most of the way through these short videos. In fact, the average engagement time of any video maxes out at 6 minutes, regardless of its length. And engagement times decrease as videos lengthen: For instance, on average students spent around 3 minutes on videos that are longer than 12 minutes, which means that they engaged with less than a quarter of the content. Finally, certificate-earning students engaged more with videos, presumably because they had greater motivation to learn the material. (These findings appeared in a recent Wall Street Journal article, An Early Report Card on Massive Open Online Courses and its accompanying infographic.)

The take-home message for instructors is that, to maximize student engagement, they should work with instructional designers and video producers to break up their lectures into small, bite-sized pieces.

 

Apple just quietly gave us the golden key to unlock the Metaverse — from medium.com by Klas Holmlund; with thanks to Ori Inbar out on Twitter for this resource

Excerpt:

But the ‘Oh wow’ moment came when I pointed the app at a window. Or a door. Because with a short pause, a correctly placed 3D model of the window snapped in place. Same with a door. But the door could be opened or closed. RoomPlan did not care. It understands a door. It understands a chair. It understands a cabinet. And when it sees any of these things, it places a model of them, with the same dimensions, in the model.

Oh, the places you will go!
OK, so what will this mean to Metaverse building? Why is this a big deal? Well, to someone who is not a 3D modeler, it is hard to overstate what amount of work has to go into generating useable geometry. The key word, here, being useable. To be able to move around, exist in a VR space it has to be optimized. You’re not going to have a fun party if your dinner guests fall through a hole in reality. This technology will let you create a fully digital twin of any space you are in in the space of time it takes you to look around.

In a future Apple VR or AR headset, this technology will obviuosly be built in. You will build a VR capable digital twin of any space you are in just by wearing the headset. All of this is optimized.

Also with thanks to Ori Inbar:


Somewhat relevant/see:

“The COVID-19 pandemic spurred us to think creatively about how we can train the next generation of electrical construction workers in a scalable and cost-effective way,” said Beau Pollock, president and CEO of TRIO Electric. “Finding electrical instructors is difficult and time-consuming, and training requires us to use the same materials that technicians use on the job. The virtual simulations not only offer learners real-world experience and hands-on practice before they go into the field, they also help us to conserve resources in the process.”


 

Top Tools for Learning 2022 [Jane Hart]

Top Tools for Learning 2022

 

Top tools for learning 2022 — from toptools4learning.com by Jane Hart

Excerpt:

In fact, it has become clear that whilst 2021 was the year of experimentation – with an explosion of tools being used as people tried out new things, 2022 has been the year of consolidation – with people reverting to their trusty old favourites. In fact, many of the tools that were knocked off their perches in 2021, have now recovered their lost ground this year.


Also somewhat relevant/see:


 

Dive Into AI, Avatars and the Metaverse With NVIDIA at SIGGRAPH — from blogs.nvidia.com

Excerpt:

Innovative technologies in AI, virtual worlds and digital humans are shaping the future of design and content creation across every industry. Experience the latest advances from NVIDIA in all these areas at SIGGRAPH, the world’s largest gathering of computer graphics experts, [which ran from Aug. 8-11].

At SIGGRAPH, NVIDIA CEO Jensen Huang Illuminates Three Forces Sparking Graphics Revolution — from blogs.nvidia.com by Rick Merritt
NVIDIA unveils new products and research to transform industries with AI, the metaverse and digital humans.

NVIDIA AI Makes Performance Capture Possible With Any Camera — from blogs.nvidia.com by Isha Salian
Derivative, Notch, Pixotope and others use NVIDIA Vid2Vid Cameo and 3D body-pose estimation tools to drive performances in real time.

How to Start a Career in AI — from blogs.nvidia.com by Brian Caulfield
Four most important steps to starting a career in AI, seven big questions answered.

As Far as the AI Can See: ILM Uses Omniverse DeepSearch to Create the Perfect Sky — from blogs.nvidia.com by Richard Kerris
Omniverse AI-enabled search tool lets legendary studio sift through massive database of 3D scenes.

Future of Creativity on Display ‘In the NVIDIA Studio’ During SIGGRAPH Special Address — from blogs.nvidia.com by Gerardo Degaldo
Major NVIDIA Omniverse updates power 3D virtual worlds, digital twins and avatars, reliably boosted by August NVIDIA Studio Driver; #MadeInMachinima contest winner revealed.

What Is Direct and Indirect Lighting? — from blogs.nvidia.com by JJ Kim
In computer graphics, the right balance between direct and indirect lighting elevates the photorealism of a scene.

NVIDIA Studio Laptops Offer Students AI, Creative Capabilities That Are Best in… Class — from blogs.nvidia.com by Gerardo Degaldo
Designed for creativity and speed, Studio laptops are the ultimate creative tool for aspiring 3D artists, video editors, designers and photographers.

Design in the Age of Digital Twins: A Conversation With Graphics Pioneer Donald Greenberg — from blogs.nvidia.com by Rick Merritt
From his Cornell office, home to a career of 54 years and counting, he shares with SIGGRAPH attendees his latest works in progress.

 

Top Content Providers For Immersive Learning (2022) — from elearningindustry.com by Christopher Pappas

Summary: 

Immersive learning experiences allow learners to interact by simulating real-life scenarios. Are you ready to offer engaging virtual environments and experiences to your workforce? Dive right into this thoroughly curated top list featuring the best content providers for VR training and bring your teams one step closer to the Metaverse.

 

Virtual reality gives humans a turtle’s-eye view of wildlife — from phys.org by Laurel Hamers, University of Oregon

Excerpt:

A virtual reality simulation designed by a University of Oregon (UO) professor could help spur people to environmental action.

Participants in Project Shell don a virtual reality headset and take on the body of a loggerhead sea turtle, sporting flippers instead of arms. During a 15-minute immersive experience, they journey from a hatchling to an adult turtle, dodging hazards like ships and wayward fishing gear.

Participating in the simulation increased people’s empathy and concern for environmental issues, new research shows. 

“Embodiment of non-human bodies is a powerful tool that environmental storytellers can use,” said Daniel Pimentel, a professor in the UO’s School of Journalism and Communication who led the work. “I hope that this experience can help raise awareness and hopefully engage the public in a way that trickles down to more support.”

From DSC:
While we’re talking turtles, see these miniature creations!

 

AI Plus VR at Purdue University Global — from er.educause.edu by Abbey Elliott, Michele McMahon, Jerrica Sheridan, and Gregory Dobbin
Adding artificial intelligence to virtual reality provides nursing students with realistic, immersive learning experiences that prepare them to treat patients from diverse backgrounds.

Excerpt:

Adding artificial intelligence (AI) to immersive VR simulations can deepen the learning by enabling patient interactions that reflect a variety of patient demographics and circumstances, adjusting patient responses based on students’ questions and actions. In this way, the immersive learning activities become richer, with the goal of providing unique experiences that can help students make a successful transition from student to provider in the workforce. The use of AI and immersive learning techniques augments learning experiences and reinforces concepts presented in both didactic and clinical courses and coursework. The urgency of the pandemic prompted the development of a vision of such learning that would be sustainable beyond the pandemic as a tool for education on a relevant and scalable platform.


Speaking of emerging technologies and education/learning, also see:

NVIDIA's new AI magic turns 2d photos into 3D graphics

Best virtual tours of Ireland

 

Into the metaverse: What does it hold for the future of L&D? — from chieflearningofficer.com by Calvin Coffee

Excerpt:

Instead of putting learners in front of 2D videos where they’re answering questions or just clicking boxes, the metaverse allows learners to experience what a job is actually like before accepting and will enable leaders to see if employees are ready for the next level of work. In the same way flight simulators can prepare pilots for many aspects of operating and flying an aircraft, through technologies like VR the metaverse can prepare employees for almost anything at work.

“This technology can impact every stage of the HR journey for an employee,” Belch says. “We all know the interviewing process is flawed and riddled with bias. Let’s have someone do the job and show us whether or not they can do the job.” And if they mess up in VR, they’re not going to take down the whole factory. From hiring and beyond, there is an abundance of potential spaces that the metaverse can capitalize on and improve.

Research in medical training has found that information retention rates can reach 80 percent after a full year of training through immersive simulated experiences compared to just 20 percent for traditional training. “People are picking it up and are much more comfortable performing their tasks after going through the simulation,” Jordan says. “It’s incredibly powerful.”

Also from chieflearningofficer.com:

 

Why gamified learning works so well for gifted children — from raisinglifelonglearners.com by Colleen Kessler

Excerpt:

The gamification of learning can be critical for gifted children in particular, who often struggle to stay focused, engaged, and challenged in a traditional educational environment. Gamification can be so effective in gifted education because the learner forgets they are “working” and instead feels they are “playing.” It allows the gifted brain to relax into the “flow” of learning, and more effectively use their intellect for problem solving and creativity.

Also see:

Synthesis dot com


Addendum on 4/27/22:

Homeschooling our gifted children: The power of artful questions — from raisinglifelonglearners.com by Colleen Kessler

Examples of artful questions for learning:

  • Why do you think that might have happened?
  • What would you have done differently?
  • What did you notice about that?
  • What would you suggest we do instead?
  • That’s a good point. How can you reconcile these two things?
  • Do you have an idea for how we could make this better?

From DSC:
Perhaps we should post those types of questions up on the walls of many board rooms and conference rooms around the nation…or have it be a slide in a presentation…or…

 

Why the World’s First Virtual Reality High School Changes Everything — from steve-grubbs.medium.com by Steve Grubs

Excerpts:

The recipe required key ingredients to happen. In addition to an accredited school to manage students, admissions and the for-credit learning, it also needed a platform. That’s where EngageVR comes in. There are other platforms that will ultimately host schools, perhaps AltSpace, Horizon or others, but the first is on Engage.

The bottom line is this: creators, coders, educators, entrepreneurs, investors, corporations, parents and students all played a role in finally bringing the first global virtual reality high school to life. It won’t be the last school to open in the metaverse, but to all those involved in this inaugural launch — the Neil Armstrongs of your age — a special tip of the hat today for having the vision and the willingness to launch a better and more equitable era of education.

Also see:

This is a snapshot from the Geo Guesser VR game

 

Make your knowledge workers love learning through storytelling, personalization, and immersive learning

Instructional strategies to make your knowledge workers love learning — from blog.commlabindia.com

Excerpt:

As a training manager, you need to step up your game to cater to the corporate training needs of these thinkers. Functional and creative instructional strategies should be used to engage learners and offer sticky learning, in the classroom and online. The strategies need to involve learners emotionally, offer an experiential set up, and appeal to their creative side.

 

EduMAX 2021 recap: Together for student success around the globe — from blog.adobe.com by Sebastian Distefano

Excerpt:

University CIOs, deans, provosts, faculty and staff from more than 100 institutions convened online for the Adobe EduMAX 2021 conference, where academic leaders shared how they are transforming teaching and learning practices across their campuses. Key discussion points included:

  • How digital literacy increases engagement to bring faculty and students together, whether they are in-person, online or in a hybrid environment.
  • How digital literacy closes the skills gap in higher education and industry by fostering critical essential skills that employers value.
  • How faculty can integrate digital literacy across the curriculum for all students.
 

NVIDIA OMNIVERSE: Creating and Connecting Virtual Worlds

A NEW ERA OF 3D DESIGN COLLABORATION AND SIMULATION
NVIDIA Omniverse™ is an easily extensible, open platform built for virtual collaboration and real-time physically accurate simulation. Creators, designers, researchers, and engineers can connect major design tools, assets, and projects to collaborate and iterate in a shared virtual space. Developers and software providers can also easily build and sell Extensions, Apps, Connectors, and Microservices on Omniverse’s modular platform to expand its functionality.



Also see:

 
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