1) The document discusses an immersive learning faculty challenge grant from Colorado Community Colleges that provided $3 million over 3 years for faculty professional development and innovative curriculum projects using immersive technologies like games and augmented reality.
2) It describes some of the projects funded, including a massive open online course (MOOC) on games-based learning and a hackathon project to research the hackathon methodology and implement best practices in classes.
3) Preliminary findings observed that the funding helped spark faculty interest in innovation, identified leaders, and focused efforts on new forms of student assessment and engagement to improve student performance, persistence, and retention.
3. Overview
• Welcome
• Our Backgrounds
• Why and how are we looking to innovate?
o i.e. How do Administrators look at innovation?
• Immersive Learning Faculty Challenge
• Findings
5. Our Backgrounds
• ~10,000 students representing 48 states and 67
foreign countries
• Bachelor's, master’s and doctoral degrees in the
five colleges: Business, Education, Liberal
Arts, Nursing and Health Sciences and Science
and Engineering
• Student-to-Faculty Ratio: 20:1
6. Our Backgrounds
Chris Luchs, Associate Dean, CTE
Colorado Community Colleges Online
Colorado Community College System
(CCCS.edu)
7. • 13 Community Colleges
• Over 162,000 Students Annually
• In AY '12, Awarded 6,550 Associate
Degrees and 7,685 Certificates
• 42% of degrees were in Health Sciences
8. Why and how are we looking to
innovation?
Why
• Improve student performance and
persistence
• Improve student engagement
• Improve critical thinking skills
• Reduce Student Attrition
9. Why and how are we looking to
innovation?
How
• Is it sustainable?
• Cost = Cost + Training Time + Cost of
switching + Cost of Reporting
• Impact: How many for how long?
• Duration: what is the timeline for return?
10. Immersive Learning Faculty
Challenge Grant
CCCS Presidential Initiative
Specifics:
• $3 Million total one time funding disbursed
over three years
• Funds could be used for professional
development, developing
curriculum, purchasing
licenses, events, overload pay, and release
11. Immersive Learning Faculty
Challenge Grant
Considerations:
• Applicants had to estimate Cost of
Implementation
• Sustainability: Required a team of faculty
• Accessibility: Required ADA/ 508
compliance/ consideration
12. Immersive Learning Faculty
Challenge Grant
Considerations:
• IP: All materials required to be Creative
Commons 3.3 licensed
• Impact: Estimate faculty and students
affected
• Collaboration: Required collaboration
between colleges and/or disciplines
16. Games MOOC Offerings
•Summer 2012
•Intro to Game Based Learning
•Fall 2012
•Intro to Game Based Learning II
•Spring 2013
•Apps, AR ( Augmented Reality) and ARG
•Summer 2013
•Immersive Environments
17. Numbers So Far
•Total Participants– 717
•Total Site Visits – 236,096
•Total Page Views – 348,899
•Videos of Live Sessions - 84
18. Live Events Online
•
•Mon Noon Google Hangout Week Overview
•Tue 6 pm Guest Speaker (60 mins)
•Wed 7 pm #gamemooc tweetchat (60 mins)
•Fri Office Hours
•Sat 11 am Live Tour and Gameplay
19. NMC Horizon Report
2103 Higher Education Edition
Massively Open Online Courses in Practice
Games MOOC
20. Fall 2013 Games MOOC
•Makers ( Makers Movement)
•Hackers ( Hackathon)
•Gamers ( Making Games)
22. World of Warcraft in Business
• Intro to Business
• Intro to Macroeconomics
• Virtual Goods
23. World of Warcraft in Business
• Focus is on Entrepreneurship for BUS115
• Application of class concepts
• Do not focus on Game play
• Lots of student reflection
25. What is a Hackathon?
• Working intensely for an extended
amount of time on a problems or creative
project
• Groups
• Usually overnight: 24-48 hours
• Common goal