How do you train creativity, empathy and collaboration in a virtual world? In this talk I will take you through Connected Creativity in VR – an educational project in which students meet each other as avatars in VRChat and learn beyond the screen. You will discover how artistic assignments, playful interaction and reflection in a virtual space lead to deep human learning. Expect inspiration, practical examples and concrete ideas to make your education more creative and sensory – even digitally.
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Virtual Reality: een technologie die de laatste jaren flink in opkomst is. Hoewel bijna iedereen wel een keer een VR bril heeft opgehad, blijft de vraag hoe deze technologie van waarde kan zijn in het onderwijs. Welke meerwaarde kan de inzet van VR bieden? Waar moet je rekening mee houden? En hoe zou je ermee aan de slag kunnen? Antwoord op onder andere deze vragen vind je in deze publicatie van het Lectoraat Teaching Learning & Technology| Hogeschool Inholland, zodat je in 7 minuten weer bent 'bijgepraat' over de inzet van VR technologie in het onderwijs.
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Seven college lecturers and two senior support staff were interviewed during 2021 about their experiences teaching in hybrid virtual classrooms (HVC). These technology-rich learning environments allow teachers to simultaneously teach students who are in class (on campus) and students who are joining remotely (online). There were two reasons for this choice: first, ongoing experimentation from innovative teaching staff who were already using this format before the COVID-19 pandemic; secondly, as a possible solution to restrictions on classroom size imposed by the pandemic. Challenges lecturers faced include adjusting teaching practice and lesson delivery to serve students in the class and those online equally; engaging and linking the different student groups in structured and natural interactions; overcoming technical challenges regarding audio and visual equipment; suitably configuring teaching spaces and having sufficient pedagogical and technical support to manage this complex process. A set of practical suggestions is provided. Lecturers should make reasoned choices when teaching in this format since it requires continued experimentation and practice to enhance the teaching and learning opportunities. When external factors such as classroom size restrictions are the driving force, the specific type of synchronous learning activities should be carefully considered. The structure and approach to lessons needs to be rethought to optimise the affordances of the hybrid virtual and connected classroom. The complexity of using these formats, and the additional time needed to do it properly, should not be underestimated. These findings are consistent with previous literature on this subject. An ongoing dialogue with faculty, support staff and especially students should be an integral part of any further implementation in this format.
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Collaborative Online International Learning (COIL) is often framed as an example of a broader practice known as Virtual Exchange (VE). The term Virtual Exchange has increasingly been used as an attempt to unify a fragmented field of Higher Education practice and is often used interchangeably with the term COIL. However, the design of COIL, with its strong focus on collaborative and intercultural learning, is often very different to other VE initiatives. Labelling all VE initiatives, including COIL, generally as VE, can lead to both educators and researchers having difficulty identifying and distinguishing COIL. Therefore, the purpose of this paper is to provide a critical review of VE and define COIL and its key characteristics. This article also describes how theory can inform practice and explains why continued interchangeable use of the term COIL with the umbrella term Virtual Exchange is unhelpful for future research and practice.
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Research into the relationship between innovative physical learning environments (PLEs) and innovative psychosocial learning environments (PSLEs) indicates that it must be understood as a network of relationships between multiple psychosocial and physical aspects. Actors shape this network by attaching meanings to these aspects and their relationships in a continuous process of gaining and exchanging experiences. This study used a psychosocial-physical, relational approach for exploring teachers’ and students’ experiences with six innovative PLEs in a higher educational institute, with the application of a psychosocial-physical relationship (PPR) framework. This framework, which brings together the multitude of PLE and PSLE aspects, was used to map and analyse teachers’ and students’ experiences that were gathered in focus group interviews. The PPR framework proved useful in analysing the results and comparing them with previous research. Previously-identified relationships were confirmed, clarified, and nuanced. The results underline the importance of the attunement of system aspects to pedagogical and spatial changes, and of a psychosocial-physical relational approach in designing and implementing new learning environments, including the involvement of actors in the discourse within and between the different system levels. Interventions can be less invasive, resistance to processes could be reduced, and innovative PLEs could be used more effectively.
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Within NHL Stenden University of Applied Science, a choice for a new virtual learning environment was made in mid-2021, primarily on policy and management grounds. Early in the migration process, it became clear that this approach could perturb the further rollout of the Design-Based Education (DBE, https://edu.nl/mwp8j) educational concept. Four templates were developed to intertwine technological and educational processes that structure different ways of "blended" learning and teaching within DBE. Initial user experiences show that the templates’ structures help teachers reconsider online learning activities to shape and facilitate blended DBE learning processes.
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From the article: "The educational domain is momentarily witnessing the emergence of learning analytics – a form of data analytics within educational institutes. Implementation of learning analytics tools, however, is not a trivial process. This research-in-progress focuses on the experimental implementation of a learning analytics tool in the virtual learning environment and educational processes of a case organization – a major Dutch university of applied sciences. The experiment is performed in two phases: the first phase led to insights in the dynamics associated with implementing such tool in a practical setting. The second – yet to be conducted – phase will provide insights in the use of pedagogical interventions based on learning analytics. In the first phase, several technical issues emerged, as well as the need to include more data (sources) in order to get a more complete picture of actual learning behavior. Moreover, self-selection bias is identified as a potential threat to future learning analytics endeavors when data collection and analysis requires learners to opt in."
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The authors define the requirements and a conceptual model for comparative evaluation research of simulation games and serious games (SGs) in a learning context. A first operationalisation of the model was used to comparatively evaluate a suite of 14 SGs on varying topics played between 2004 and 2009 in 13 institutes of higher education in the Netherlands. The questions in this research were: what is the perceived learning effectiveness of the games and what factors explain it? How can we comparatively evaluate games for learning? Data were gathered through pre- and post-game questionnaires among 1000 students, leading to 500 useful datasets and 230 complete datasets for analysis (factor analysis, scaling, t-test and correlation analysis) to give an explorative, structural model. The findings are discussed and a number of propositions for further research are formulated. The conclusion of the analysis is that the students' motivation and attitudes towards game-based learning before the game, their actual enjoyment, their efforts during the game and the quality of the facilitator/teacher are most strongly correlated with their learning satisfaction. The degree to which the experiences during the game were translated back into the underlying theories significantly determines the students' learning satisfaction. The quality of the virtual game environment did not matter so much. The authors reflect upon the general methodology used and offer suggestions for further research and development.
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At THUAS we focus on Collaborative Online lnternational Learning for virtual collaboration. This Is a shared syllabus approach, connecting groups of students and academics from THUAS to a group of students and academics at an international partner. Virtual Collaboration is seen as one of the approaches to integrate the concept of lnternationalization at home In the whole curriculum. With the wider aim focused on reaching all students and offering purposeful integration for the domestic learning environments. (Beelen, Jones, 2015 Redefining lnternationalization at Home.)
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This paper describes a project to explore the possibilities of virtual worlds in educating Green IT. In the project a virtual world has been created with various assignments which are meant to create awareness on sustainability aspects of IT. The world (and the assignments) will be incorporated in a course for first-year IT students. In order to measure the effects of the course, a questionnaire has been developed which can be used before and after the course to measure the attitude towards green IT.
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