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Game-Based Learning Experiences
Game-based learning (GBL) is a learning experience, or set of learning experiences, delivered through gameplay or game-like activities with defined learning outcomes. GBL is often confused with gamification, which is the application of game elements to a non-gaming experience. GBL engages students cognitively, emotionally, behaviorally, and socioculturally (Plass et al., 2015). Many factors should be considered when designing GBL, including narrative, player positioning, and interactive design (Dickey, 2005).
No Sweat Alt Text
What is “alt text”? Alt text is descriptive text linked to an image, graph, or other visual content that allows users to understand the visual without viewing it. Any image online should contain alt text, but guidelines differ depending on whether the image is simply decorative or related to other content on the page.
Using Hotspots
A unique way to share information, images with hotspots offer online learners the opportunity to interact with course content. Learners can click or hover on particular parts of an image and receive pop-ups giving them more information. Hotspots represent information in a particular context; thus, they fulfill the multimedia principle—use words and graphics rather than words alone—and the contiguity principle—align words to corresponding graphics (Clark & Mayer, 2016).
Leveraging CSV Downloads
The majority of an online instructor’s course facilitation will occur within the learning management system (LMS). However, there are some tasks that can be improved or streamlined by downloading comma-separated value (CSV) files from Canvas. Running an online course requires balancing a lot of names, assignments, and deadlines, so using Microsoft Excel, Google Sheets, or another spreadsheet software can assist with course management.
Implementing Social Media
Many students use social media platforms in their daily lives, and “emerging evidence indicates that students express positive attitudes toward using social media for learning in general” (Baisley-Nodine, Ritzhaupt & Antonenko, 2018). However, there are also many concerns connected with using social media in an educational setting. These include issues related to a lack of familiarity with the platform, the potential for distraction, and privacy concerns. Therefore, it is important to carefully plan the use of social media in a course to address any potential issues or concerns.
Rubrics as a Tool to Support Equity and Inclusion
While student populations have become increasingly diverse, many groups, including first-generation, non-native English speakers, and individuals with disabilities, still face barriers and bias that can derail their success in college (Super et al., 2020). Traditional grading practices—including penalties for late work, writing in dialects other than standard English, and even plagiarism— are prone to bias and only perpetuate disparities, the research says (Feldman, 2019; Savini, 2021).
Choosing Tech
“How do I choose the right technology?” is a common question in education generally, and in online program management in particular, where it is usually asked in the context of developing an online course or other virtual learning experience. After all, the Subject Matter Expert and Instructional Designer are hoping to create an experience for students that is both meaningful and valuable. Knowing how to orchestrate content and pedagogy is already hard enough, but add in the fact that there are thousands of technology options, and the task can feel even more daunting.
Inclusive Communication Practices
In asynchronous, hybrid, and multimodal learning environments, strong communication practices greatly aid student engagement and satisfaction (Martin & Bolliger, 2018). Faculty may develop an exceptional course in terms of goals, content, and design, but without proper communication and feedback, the course experience will be significantly diminished.