Welcome to International Journal on Innovations in Online Education Immersive Online Education Stream
Streams are focus areas for articles published in IJIOE. Articles are to be aggregated by stream area and each stream includes a forum page for discussion of articles. You may also share new ideas on innovations, or propose a topic.
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
Introduction to "Immersive Education" Stream
My So-Called Secret Identity is a superhero comic series in which the protagonist is a PhD student whose superpower is her intelligence. Created collaboratively by cultural studies and cinema professor Will Brooker, illustrator Susan Shore, and ...
Online education is often represented as the future of education. But what is the future of society in which that education will be delivered? Many economists and futurists predict growing disruption in multiple industries caused by the accelerating ...
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 ...
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 ...
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 ...
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 ...
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 ...
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 ...
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 ...
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 ...
Streams are focus areas for articles published in IJIOE. Articles are to be aggregated by stream area and each stream includes a forum page for discussion of articles. You may also share new ideas on innovations, or propose a topic.
Change Subscription
Information
Server Error