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Archive for the ‘Higher Education’ Category

Assessing the Savings from Open Educational Resources on Student Academic Goals

Our study found that most students considered OER to be as good or better in terms of quality and engagement as traditional texts, while also allowing them to put saved funds toward their educational pursuits.  As rising costs in higher education affect current and potential students, faculty and students are looking for ways to cut […]

A DBR framework for designing mobile virtual reality learning environments

This paper proposes a design based research (DBR) framework for designing mobile virtual reality learning environments. The application of the framework is illustrated by two design-based research projects that aim to develop more authentic educational experiences and learner-centred pedagogies in higher education. The projects highlight the first two phases of the DBR framework, involving the […]

Improving paramedic distance education through mobile mixed reality simulation

There is growing evidence that the use of simulation in teaching is a key means of improving learning, skills, and outcomes, particularly for practical skills. In the health sciences, the use of high-fidelity task trainers has been shown to be ideal for reducing cognitive load and leading to enhanced learning outcomes. However, how do we […]

Exploratory evaluation of audio email technology in formative assessment feedback

Formative assessment generates feedback on students’ performance, thereby accelerating and improving student learning. Anecdotal evidence gathered by a number of evaluations has hypothesised that audio feedback may be capable of enhancing student learning more than other approaches. In this paper we report on the preliminary findings of a quasi-experimental study employing qualitative techniques for triangulation, […]

How do e-book readers enhance learning opportunities for distance work-based learners?

We report on the incorporation of e-book readers into the delivery of two distance-taught master’s programmes in Occupational Psychology (OP) and one in Education at the University of Leicester, UK. The programmes attract work-based practitioners in OP and Teaching English to Speakers of Other Languages, respectively. Challenges in curriculum delivery included the need for more […]

Data, AI and Collaboration Top Higher Ed Tech Trends

Microsoft’s vice president for worldwide education, Anthony Salcito, highlights the future of higher education technology. EdTech Focus on Higher Education 

University startup launches high-tech system for VR, AR developers

A high-tech startup founded by an Indiana University information technology programmer/analyst allows developers to synchronize tools that provide immersive environmental conditions–like fans that create wind or lamps that create heat–with the visuals and sounds of their virtual reality (VR) or augmented reality (AR) system. eCampus News

Download Report: 2017 ONLINE EDUCATION TRENDS REPORT

2017 ONLINE EDUCATION TRENDS REPORT Online education continues to see a steady increase in student enrollment (Babson, 2015); however, as students are presented with more program choices and formats from a wider variety of institutions, the competition for those students is also increasing. How can BestColleges.com help? In this second annual Online Education Trends report, […]

Mobile augmented communication for remote collaboration in a physical work context

Informal learning in a physical work context requires communication and collaboration that build on a common ground and an active awareness of a situation. We explored whether mobile video conversations augmented with on-screen drawing features were beneficial for improving communication and remote collaboration practices in the construction and facility maintenance services sectors. We used field […]

Virtualisation devices for student learning: Comparison between desktop-based (Oculus Rift) and mobile-based (Gear VR) virtual reality in medical and health science education

Consumer-grade virtual reality has recently become available for both desktop and mobile platforms and may redefine the way that students learn. However, the decision regarding which device to utilise within a curriculum is unclear. Desktop-based VR has considerably higher setup costs involved, whereas mobile-based VR cannot produce the quality of environment due to its limited […]