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Half of Online Students Prefer this Route Over a Physical Campus.

A new study done by Learning House and Aslanian Market Research focused on students in online courses found that 50 percent of them would rather not attend classes on a physical campus.

The study was done in Spring of 2016 with 1,500 students who had either recently graduated, were currently enrolled or planned to enroll in the next year in a fully online higher education degree, certificate or license program; it found that while online courses were an only option for half of the students, 90 percent of them who had previously taken on-campus courses said that they preferred online courses or found them just as good.

According to Learning House’s Chief Academic Officer, David Clinefelter, 3.5 million students are working towards their degree online and that academic institution cannot afford to lose these students.

An important finding in this study is that most online students are unaware of the different pathways they can take during the college careers, such as micro-degrees or boot camps. They are more informed on the traditional college degree routes and templates, and only a third of the students were aware of the principles of competency-based education. Other findings include:

  • Among the factors that go into choosing an online route, tuition was found to be number one
  • The age for online students is decreasing as the average age for undergraduates this year was 29 for undergraduates and 33 for graduate students. That is done from 36 and 37 in 2014
  • About ¾ of students picked a school that had a physical campus within 100 miles of their home, with 32 percent of students stating that they planned on visiting the campus at least once a year, and 44 percent stating that they planned on visiting more frequently.
  • Computer science and IT has raised in popularity for graduate students with 20 percent choosing it – this drops education in the rankings, which dropped from 22 percent in 2014, to 14 percent this year.

For more information, please visit the full article here

Gamification Champions

Organization change theory believes there are individuals, “champions”, who push an organization past its comfort zone into new territory. Champions may be faced with a challenge that they don’t know how to solve, but will say, “We’ll figure it out”.

On college campuses, IT champions can help educators embrace gamification. Supports of gamification believe it offers just as many benefits for college students as K-12 students. Well-designed games boost student engagement, build critical thinking skills by requiring students to plan and strategize, and clarify abstract concepts that may be hard to grasp from reading and lecture alone. For students currently in an online course, gaming provides opportunities for collaboration and teamwork.

Despire these benefits, faculty who are new to gamification may be hesitant to jump in. Professors might ask questions about where to start or how to ensure games deliver educational benefit. This is an opportunity for IT professionals (campus champions) to identify potential academic partners.

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Partnership

Edwin Lindsay, a teaching assistant professor in North Carolina State University Department of Parks, Recreation and Tourism Management, noticed students in his Introduction to Sports Management course lacked realistic expectations of future career paths. Lindsay partnered with NCU’s Distance Education & Learning Technology Applications (DELTA) to develop a gamification module. Lindsay and Stephen Bader, a business and technology applications specialist, created a Moodle plugin that lets students pursue one of 10 career paths by winning points within 14 skill sets. The game helps students identify skills they need to develop and related courses they can take to enhance those skills.

Linsay did not intentionally become a gamification champion, he eventually became one. His successful partnership with DELTA inspired gamification courses in NCSU’s horticulture department.

Champions Lead The Way

Champions help organizations thrive by understanding and sharing a vision: How have other institutions successfully brought gamification to the classroom? What benefits can it offer students in specific disciplines? How can a faculty/IT partnership pay off outside the classroom?

Champions are facilitators when colleagues are hesitant to embrace new technology, champions help them navigate unfamiliar territory. After faculty member or department rolls out gamification, champions help stakeholders extract lessons learned and help improve the process to make the transition easier.

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Engaged or Not?

The common view is to think of students as either engaged or not, however that is not the case. Fredricks writes, that it “can be short term and situation specific or long term and stable.” (Fredricks, et. al., p. 61) The Teaching Professor issued a newsletter, exploring the participation-engagement relationship. The two-study design with most of its eight hypotheses and three research questions confirming this conclusion: “oral participation is not a good indicator of engagement.” (Frymier and Houser, p. 99).

The research team indicated engagement as something they call “nonverbal attentiveness”. It is associated with behaviors, such as frequent eye contact, upright posture, seat location (closer to the front than the back), note taking, and positive facial expressions.

Most of the research focused on three aspects: behavioral engagement, emotional engagement, and cognitive engagement.

Behaviorally engaged students follow classroom rules and norms. Their behaviors demonstrate concentration and attention, by asking questions and contributing during discussions.

Emotional engagement reveals student attitudes toward learning. Attitudes can range from simply liking what they’re doing to deeply valuing the knowledge and skills they gain.

Cognitive engagement involves students wanting to understand something and being willing to go beyond what’s required in order to accomplish learning goals.

Yes, these parts of engagement work differently, but are “dynamically interrelated within the individual.” (Fredricks, et. al., p. 61) We need to also think about how engagement interacts with other aspects of learning, such as motivation and self-efficacy. We need to think about other aspects in order to help students succeed because engagement is an essential part of learning.

Click here to read more on this topic.

Instructure and Microsoft add Integration between Canvas and Office 365

Having a connection between Office 365 and Canvas will greatly impact the lives of students and teachers. Not only will it be easier to submit assignments and such, but all of these applications are created in the cloud, therefore minimizing the use of personal storage.

If you don’t know what Office 365 is, it’s quite similar to Google Doc’s however it is created by Microsoft and boasts their current Microsoft Office applications, all using web browsers and all data stored is in the cloud (also quite similar to Google Docs).

The new integrations that users will be able to use are:

* Submitting files directly from Office 365 to specific Canvas assignments

* Access Office 365 through canvas SpeedGrader to add feedback (This is important for teachers as there was a bit of a disconnect for specific comments at certain spots of a paper)

* You can link Office 365 documents anywhere on Canvas

* Directly connect Office 365 documents in course modules

* Collaborate with other peers in class using any type of Office documents

* Grade and create assignments in OneNote and push those grades to canvas

* Signing into one, means signing into Office 365 as well

This integration will make using Canvas and Office 365 easier in terms of collaborating both programs together.

3 Ways Pokemon Go Can Create Learning Opportunities

Pokemon is taking over college campuses all over the country. If you haven’t heard of Pokemon Go, it’s a modern Pokemon game available for free via Android or IOS app. Users are trainers in a virtual reality attempting to catch all the Pokemon within the user’s reach. How can schools use Pokemon Go as an education experience?

Pokemon Go uses the location and camera to create a virtual reality. Students can screenshot the Pokemon they are about to catch and save the pictures to their camera roll. Later, students can use the pictures for classroom projects to create digital stories.

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PokeStops are popular locations that provide users with educational information before collecting Pokemon Balls or Potions. A journal in the app collects all the Pokemon users catch, including date and time. Students can use the date to figure out the average number of events per day or graph the items collected from a PokeStop.

Washington State University is now incorporating Pokemon Go in their campus tours. WSU Tri-Cities will incorporate a portion of their 15 Pokestops. The tour will also includes stops at 2 different Pokemon gyms and extra time to hunt for a Charmander or other characters in the game. Seanna Coleman, lead WSU Tri-Cities student ambassador, shared “We thought this would be a fun way to incorporate an additional digital element in the tour, while allowing prospective students and their families to view our beautiful university campus along the Columbia River”.

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Click here to learn more about WSU’s Poke Tours.