Immersive Online Education
Mar 13 2019

Welcome to International Journal on Innovations in Online Education Immersive Online Education Stream

How streams work

PROSPECTS FOR THE FUTURE

Immersive education encompasses many ways of providing students with immersive experiences in their learning activities, ranging from virtual worlds that provide alternate realities for learning to augmented realities that add new dimensions to the students' actual learning space. For online education, in particular, virtual reality experiences often provide ways of student learning about something that they cannot obtain in the real world. A clear example of this is the active learning experience activities discussed in the Vallance paper. We intend to secure papers about the use of virtual worlds and their use in online education in the continuing stream. Other topics will include augmented realities, technologies for increasing student access to immersive education, and examination of implementations in various disciplines (an example of an implementation in nursing/community health is provided in this issue in the Nursing Stream). From a practical viewpoint, we hope to be able to consider various products as well as cost and accessibility concerns, with a major focus on improvements in learning effectiveness through the use of immersion.

We would be interested in hearing from you if you have innovations that we should know about. Contact John.R.Bourne@gmail.com or dspicer@usmd.edu if you would like to discuss what you are doing in this area.

Articles in Immersive Online Education

Views Comments Date Sort by:
A DIGITAL-FIRST SOCIAL LEARNING AND INNOVATION PLATFORM
Oct 04 2017 by Peter Merry, Griffin de Luce 0 5867 0
DOI: 10.1615/IntJInnovOnlineEdu.2017015207

Ubiquity’s design challenge is to create transformational, affordable learning at scale globally, rooted in the context of hypercomplex life conditions. To achieve transformational learning fit for context, the Ubiquity experience combines studies ...

RESEARCHING DECLARATIVE, PROCEDURAL, AND META-COGNITIVE KNOWLEDGE THROUGH ACTIVE LEARNING IN DISASTER-THEMED 3D VIRTUAL WORLDS
Jan 01 2017 by Michael Vallance 0 2089 0
DOI: 10.1615/IntJInnovOnlineEdu.v1.i1.130

This paper summarizes an educational researcher's approach to determining the impact of active learning in disaster-themed 3D virtual worlds. The goal of the project is to advance students' declarative, procedural, and meta-cognitive knowledge by ...

THE SECRET OF 'SECRETS': THE TEACHER AND THE STUDENTS
Nov 29 2017 by David Seelow 0 1824 0
DOI: 10.1615/IntJInnovOnlineEdu.2017021166

In 2014, the author collaborated with game designer Lee Sheldon to create a fully online Alternate Reality Game based course called Secrets: A Cyberculture Mystery Game. The process for designing a game-based course, distinctions between game ...

IMMERSIVE EDUCATION STREAM
Jan 01 2017 by 0 1243 0
DOI: 10.1615/IntJInnovOnlineEdu.2016015548

Introduction to "Immersive Education" Stream

EXPLORING THE FUTURE OF THE LEARNING MANAGEMENT SYSTEM
Nov 13 2018 by Kristin Kipp 0 354 0
DOI: 10.1615/IntJInnovOnlineEdu.2018028353

In the past decade, learning management systems (LMSs) have become the standard on college campuses. However, some professors are growing increasingly frustrated with the LMS and its limitations, especially within online classrooms. The 2017 New ...

FOSTERING HIGHER-ORDER THINKING WITH TEXT AND VIDEO IN ONLINE LEARNING: BY DESIGN
Jan 10 2019 by Carol Johnson, Jennifer Lock 0 154 0
DOI: 10.1615/IntJInnovOnlineEdu.2019029736

As higher educational institutions grow their online course offerings, it is important to understand the capacity and impact multimedia can have on learning within online environments. To provide further depth of understanding, this study ...

SERIOUS GAMES IN ONLINE LEARNING
Feb 11 2019 by David Chandross, Eileen DeCourcy 0 103 0
DOI: 10.1615/IntJInnovOnlineEdu.2019029871

Gamification is an umbrella term which denotes a series of instructional activities which use game elements in nongame settings. Under this definition, there are various categories of gamification-based applications for learning, including serious ...

ONLINE LEARNING THROUGH THE STAR LIBRARY NETWORK: RESOURCES, NETWORKING, AND APPLIED PRACTICE IN STEM PROGRAM FACILITATION
Mar 13 2019 by Keliann LaConte, Brooks Mitchell, Ginger Fitzhugh, Carrie Liston 0 95 0
DOI: 10.1615/IntJInnovOnlineEdu.2019029592

The STAR Library Network (STAR Net) utilizes webinars as a key tool in its suite of professional learning opportunities relating to STEM learning in libraries. Traditionally, continuing education for library staff has taken place in person, such as ...

ONLINE AND DESIGN-BASED LEARNING IN SOPHOMORE ENGINEERING MECHANICS
Feb 21 2019 by John M. Long, Akif Kaynak, Mariana Paulino, Siva Chandrasekaran 0 78 0
DOI: 10.1615/IntJInnovOnlineEdu.2019029778

For many years, Deakin University in Australia has offered a four-year undergraduate engineering degree program; simultaneously online and on campus. This paper describes how we have applied a new design- and project-based pedagogy to a course in ...

© International Journal on Innovations in Online Education, 2015 Home Streams Printed Issues Webinars About
© Published by Begell House Inc., 2016