Trends in higher education
The higher education learning environment is
undergoing extensive changes as it embraces technology to deliver courses more
innovatively and creatively (Viberg et al., 2018). New trends and applications
include; learning analytics, BYOD, M-learning, VR and AR, and maker space. All these
enable instructors to deliver courses in a more creative way.
At USP learning analytics is used by various course
coordinators as they use the moodle platform to facilitate learning. Learning analytics
is used to monitor student log-ins, how students perform in online assessments,
quizzes, and how often students log in. Those who don’t login can be reminded,
sent an email to check on their performance or basically to find out if they
are facing any problems. Moodle also has a feature that alerts the teaching staff
that a particular student has not logged in for some time, this allows the teaching
staff to get in touch with the student to find out what the problem is and
appropriate action is taken (Leitner et al., 2017). It is very helpful
as the instructor is able to attend to the student and assist accordingly. At USP
learning analytics has helped students in their first year, as there is a first-year coordinator who assists students and connects them to SLS as well as the
course coordinator. This has increased retention levels at 100 levels and kept
students continuing with their second-year studies.
BYOD is
basically where students are encouraged to bring in their own devices (laptops,
tablets, smart phones and other devices) which assists them in learning. Students
can be asked to use their devices to do research and then present the findings in
class. This increases student engagement and encourages cooperative and peer
learning.
Mlearning was
used at USP some years ago and was very popular in sending messages to students
about classes, changes in class times, exam time, venue, etc. it was an efficient
way to communicate with students if only students had the same mobile number. One
of the limitations was that there was only one-way communication – from the
instructor to the student.
In management
studies VR, AR and maker space can be further explored as there is a lot of
scope since it stimulates learning. VR and AR have not been used but maker
space is used in Marketing classes (MG 206) where students are encouraged to
come up with original products and design marketing strategies for the local
market. This enables students to contextualize what they are learning in the
course.
I plan to use
makerspace in my management classes as it will enhance creativity in students
and increase student engagement. I am also interested in using free games that
will further help students understand and apply what they have learnt (Beuk,
2016; Cook & Swift, 2006; Wellington & Faria, 1996). This can be used
in setting up a new business (MG 305 Entrepreneurship) or making strategic
decisions whether to diversify the business and the product lines. I plan to
use game stimulations as an assessment (10%).
References:
Beuk, F. (2016). Sales simulation games:
student and instructor perceptions. Journal of Marketing Education, 38(3),
170-182.
Cook, R. W., & Swift, C. O. (2006). The
pedagogical efficacy of a sales management simulation. Marketing
Education Review, 16(3), 37-46.
Leitner, P., Khalil, M., & Ebner, M.
(2017). Learning analytics in higher education—a literature review. Learning
analytics: Fundaments, applications, and trends, 1-23.
Viberg, O., Hatakka, M., Bälter, O., &
Mavroudi, A. (2018). The current landscape of learning analytics in higher
education. Computers in Human Behavior, 89, 98-110.
Wellington, W. J., & Faria, A. J. (1996).
The use of simulation games in marketing classes: Is simulation performance due
to luck or skill?. Journal of Marketing Education, 18(2),
50-61.
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