Digital Learning Experience for University Student

Author(s):  
Yohannes Kurniawan ◽  
Irenea Jessica Dwitanthea Susanto ◽  
Daniel Williiam Wijaya ◽  
Wilson Christian
2021 ◽  
Author(s):  
Lily M. Zeng ◽  
Luke K. Fryer ◽  
Yue Zhao

Higher education’s rapid expansion is paired with growing social expectations of its benefits and concern on its teaching quality. In response to these, institutional/national surveys based on an array of theories are widely used in universities for quality assurance, enhancement, and benchmarking. This paper reviews three major types of instruments used for such purposes, including two distinct schools of theory that have guided the development of such assessment in the USA, Australia, UK and then spread to the other parts of the world. The theories shaping the development of the two instruments, the dimensions assessed, and the challenges and criticisms involved when using such instruments for quality assurance are each discussed. This review concludes with a call for comparisons of different lines of research in this area, discussions on student learning experience that include more diverse characterizations of student experience across different educational contexts, development of tools to enable distributed leadership among teachers, and encouragement of students as partners for quality enhancement in higher education.


Author(s):  
Julie A. Delello ◽  
Annamary L. Consalvo

This chapter describes a mixed-method, multiple case study that examined ways in which synchronous educational Twitter chats were used, first, to enhance graduate and undergraduate university student learning, second, to build professional networks, and third, to provide a loosely regulated means to achieving self-determined professional development goals. Findings suggest that while difficult at the onset, participation in Twitter educational chats was an enhancement to students' overall course learning experience. Specifically, university students' use of chats for educators helped them achieve social presence in this virtual environment, as well as to better understand the connections between positive student-teacher relationships and K12 student learning. Included are recommendations for use of Twitter synchronous educational chats in the college classroom as well as future directions in research.


Author(s):  
Julie A. Delello ◽  
Annamary L. Consalvo

This chapter describes a mixed-method, multiple case study that examined ways in which synchronous educational Twitter chats were used, first, to enhance graduate and undergraduate university student learning, second, to build professional networks, and third, to provide a loosely regulated means to achieving self-determined professional development goals. Findings suggest that while difficult at the onset, participation in Twitter educational chats was an enhancement to students' overall course learning experience. Specifically, university students' use of chats for educators helped them achieve social presence in this virtual environment, as well as to better understand the connections between positive student-teacher relationships and K12 student learning. Included are recommendations for use of Twitter synchronous educational chats in the college classroom as well as future directions in research.


Author(s):  
Nidhish Francis ◽  
Abishek B. Santhakumar

Digital learning has gained a lot of attention over the recent years and is increasingly being utilised as a substitute for both distance education and face-to face learning activities. This chapter initially defines and briefly discusses the advantages and disadvantages of digital learning. With the advancement in technology, there are various digital tools that are now available to enhance the effectiveness of digital learning experience, and some of the major innovative digital tools are detailed in the chapter.


2020 ◽  
Vol 24 (1) ◽  
Author(s):  
Dawn Marie Gilmore

This study applies dramaturgical sociology, specifically Goffman’s approach to region behaviour, to explore where students spend their time doing class related tasks in spaces other than the LMS. The context for this research is a case study of a second year psychology class at an Australian university. Data was collected about students’ front stage setting (the LMS) and backstage setting (students’ experiences on Facebook).  Over a 12-week semester 126 students were observed in the LMS. During the semester, 21 students completed fortnightly questionnaires about where they spent their time and with whom. At the end of the semester, 14 students participated in online interviews. The findings that emerged from the data illustrated how the characteristics of the audience in each setting, as well as the timing of communication and duration of each setting, may have impacted a student’s social learning experience.  This knowledge can help online teachers to understand the characteristics of a setting that might determine where students prefer to situate their learning experience. While this paper uses a dramaturgical perspective of online university students in a second year psychology class, the students’ experiences can generally be used to understand how LMS’s, social networking tools, and collaborative technologies support and impede social learning experiences in higher education.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Corinne Brenner ◽  
Kayla DesPortes ◽  
Jessica Ochoa Hendrix ◽  
Mandë Holford

Purpose This paper aims to describe the design and user testing of GeoForge, a multiple-player digital learning experience for middle school that leverages virtual reality (VR) and individualized websites for learning concepts in planetary science. This paper investigates how specific instructional design choices and features of the technology fostered collaborative behaviors. Design/methodology/approach GeoForge was implemented in 3 middle school classrooms with a total of 220 students. Learners used GeoForge in class in groups of 3–4 to learn about planetary science. A mixed-methods approach examined collaboration using classroom observations, teacher interviews, student surveys and student artifacts. Using Jeong and Hmelo-Silver’s (2016) seven affordances of technology for collaborative learning, this paper identifies ways in which features of GeoForge supported collaborative behaviors. Findings Instructional design which combined VR and the digital science journal (DSJ) helped foster collaboration. Some collaborative behaviors were especially notable in classrooms that did not regularly practice these skills. Segmenting tasks in the DSJ, clarifying instructions to articulate ideas, showing other group members’ responses onscreen and enabling multiuser VR environments contributed to collaborative behaviors and a satisfying learning experience as observed and documented through multiple methods. Originality/value GeoForge successfully integrated VR and personalized websites in a classroom planetary science lesson, an approach which balanced instructional design and logistical challenges while creating opportunities for collaboration.


2010 ◽  
pp. 2023-2044 ◽  
Author(s):  
Derek E. Baird ◽  
Mercedes Fisher

In this chapter we outline how educators are creating a “mash up” of traditional pedagogy with new media to create a 21st Century pedagogy designed to support the digital learning styles of Gen Y students. The research included in this paper is intended as a directional means to help instructors and course designers identify social and new media resources and other emerging technologies that will enhance the delivery of instruction while meeting the needs of today’s digital learning styles. The media-centric Generation Y values its ability to use the web to create self-paced, customized, on-demand learning paths that include using multiple platforms for mobile, interactive, social, and self-publishing experiences. These can include wiki, blogs, podcasts and other developing social platforms like Second Life, Twitter, Yackpack and Facebook. New media provides these hyper-connected students with a medium for understanding, social interaction, idea negotiation, as well as an intrinsic motivation for participation. The active nature of today’s digitally connected student culture is one that more resourcefully fosters idea generation and experience-oriented innovation than traditional schooling models. In addition, we describe our approach to utilizing current and emerging social media to support Gen Y learners, facilitate the formation of learning communities, foster student engagement, reflection, and enhance the overall learning experience for students in synchronous and asynchronous virtual learning environments (VLE).


Author(s):  
Puteri Sofia Amirnuddin ◽  
Jason J. Turner

In the era of the Fourth Industrial Revolution (4 IR), there are various legal tasks that are becoming increasingly automated, and hence, it is no longer sufficient for law students to only know the law. Today's law graduates have to be equipped with skills that can future-proof their careers from automation; hence, the onus is on education providers to embed those skills in the curriculum. In an attempt to address the identified skills gap and better enable graduate work readiness, augmented reality (AR) and neuro-linguistic programming (NLP) have been introduced into a law module at Taylor's University to encourage first-year law students to learn law using AR and utilise NLP techniques to deliver a human element through digital learning. Through the interpretation of students' feedback from a module survey, this chapter aims to understand student learning experience on the role of AR and NLP in facilitating and enhancing their legal studies and preparing the graduate more effectively for the workplace.


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