Gamification
2021 OKLIS: Influence of Monitor Screen Size on Immersion/Presence in a Virtual Learning Environment
Description: Virtual reality and virtual worlds (VWs) are powerful technologies currently helping to define the digital world. These technologies are characterized by user control, immersion, and sense of presence or “being there.” They have been examined from a variety of theoretical perspectives, technical and user variables, and psychological approaches. The purpose of this study was to extend VW research relating the roles of user age, gender, and technical characteristics such as screen size, directly to the VW-critical features of immersion and perceived presence. This study used a photo-real, on-screen, first-person VW in which users “enter” and “walk through” a VW via mouse navigation, viewing it through their own eyes rather than through an avatar. It used a quasi-experimental design with 35 adult subjects who were tested for perceived immersion and presence in a VW showing a 360-degree city panorama using different screen size treatments. Data were analyzed using mixed methods (e.g., interview comments and responses to questionnaires) to examine relationships among age, gender, immersion, presence, and screen size in the VW. Findings supported conclusions relating to the relevance of age and gender as user variables in VWs and the role of technology characteristics in VWs’ effective use. The study also opened a potential new line of inquiry by raising previously unaddressed questions about the importance of the psychological trait vs. state nature and measurement of immersion and presence in VWs. Implications and recommendations for instructional design and delivery and further research are offered.
Facilitators: Dr. Jon Martens (Analytics Journey, LLC), Dr. Robert Dionne (University of Oklahoma (ret.)), Dr. Ina Agnew (Oklahoma State University Institute of Technology), Dr. Chuck Baukal (John Zink Institute), Dr. Lynna Ausburn (Oklahoma State University), Dr. Floyd Ausburn (Oklahoma State University)
2021 OKLIS: Bringing Virtual Reality to Higher Education
Description: SEOSU partnered with OneNet to produce approximately 50 VR enabled modules for 12+ faculty in multiple departments at Southeastern. The first few are in the final stages of development. We will share our experience thus far and discuss how others might begin similar projects at their own institutions.
Facilitators: Christala Smith (Southeastern Oklahoma State University)
2021 OKLIS: Developing Experiential Learning Projects for Online Courses
Description: UCO’s IDEA team was task to develop four virtual experiential learning assignments to allow students to virtually experience projects that were previously only possible in person. The assignments focus on allowing students to virtually collaborate to build and restructure essays, receive tangible feedback on persuasive speeches, turn their paper presentation poster into a robust online presentation, and simulate first-hand experience of what it is like to lead a team to climb a dangerous mountain.
What kind of lessons did we learn? How were did we get our faculty involved? What kind Technologies were used and how did we use them? Did all of the students make it up the mountain? Come by and have all of your questions answered.
Facilitators: Robert Wall, Drew Stephenson (University of Central Oklahoma)
Engaging Students Virtually
Description: Best practices to keep students involved and moving through an online course.
Presenter: Akram Taghavi-Burris (University of Tulsa)
Monday, April 6, 10:00 a.m. – 11:00 a.m. Central
Syllabus Curb Appeal: Entice Learners to Look Inside the Online Course
Description: Learners formulate their first impression of a course before they even step inside. In the typical online course, the syllabus can be very telling of what one can expect to learn and experience. It can be follow the standard “terms of contract” approach or it can be designed in a way that grabs attention, engages, and initiates the learner’s interest. This session will present design methods that can be used in the course syllabus to maximize the value of the learner experience.
Facilitators: Tracy Fairless (University of Central Oklahoma), Steve Covello (Granite State College)
New Realities!
Description: Augmented, Mixed, and Virtual Reality are powerful and fundamentally different from existing communication mediums. Ken Parker will explain them and how can you potentially use them for education.
Facilitators: Ken Parker (Next Thought)
Selecting Technologies for Successful Online Learning
Description: When developing an online course, there are different third-party programs and software that can be used to help enhance the students experience. The University of Oklahoma’s College of Professional and Continuing Studies will discuss and demonstrate the following products: SoftChalk, Salas, GoAnimate, Google Drive, and others.
Facilitators: John Boekenoogen (OU)