Engaging Students with Virtual Escape Rooms

Virtual escape rooms have become quite popular in higher education. They’ve been used in education, business, healthcare, and many other disciplines. In general, as defined in the education context, a virtual escape room is a computer-based problem-solving activity that uses puzzle rooms and game-like components to educate and engage learners. Escape rooms are an excellent way to engage students by gamifying your lessons and making them fun to learn, while reinforcing existing knowledge. In this article, we discuss the process of planning and developing your own escape room.

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A Comprehensive Review of 2022

This was a great year for the Learning and Educational Center. Once again, we enjoyed working with our amazing faculty on their courses, hosting a variety of workshops with University partners and NSU faculty members, and exploring new ground. Our LEC Advisory Council formed a subcommittee to host a Teaching and Learning Conference for all NSU employees and the event was a huge success. Additionally, the LEC Advisory Council helped form a competency framework for NSU educators. Our Faculty Studio continued to serve faculty who wanted to add high-quality video content to their courses and because of the tremendous response of students and faculty alike, we continued our Thank a Professor initiative, the results of which will be shared during the new year.

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LEC Articles in 2022

Team members from across the LEC drafted and published several articles in 2022 with topics ranging from Considering Course Design for Affective Learning to 15 Ways to Engage your Students. In addition to the articles, LEC team members produced short informative videos on the educational technology platforms used at NSU. We promise that you will find something new in the Learning with the LEC Video series. These articles and videos published throughout the year might deserve a second read or second look.

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LEC Initiatives in 2022

Thanks to the vision and perseverance of our dedicated LEC Advisory Council this year we held our inaugural Teaching and Learning Conference. We are so grateful for the commitment of our presenters and participants that made the event successful. In the coming months, you will hear more about our other new initiative, the NSU Educator Competency Framework. We also can’t wait to share the many thank you notes that students submitted for this year’s Thank a Professor initiative.

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Creating Innovative and Engaging Learning Experiences using Kaltura Interactive Video Paths

Students and teachers can now create and share their personalized video experiences using Kaltura Interactive Video Paths, a newly acquired learning tool on SharkMedia. Interactive Video Paths allow learners to “choose their own adventure.” Interactive videos can quickly offer a guide or “hotspot” to a specific topic for information. Students can personalize their own viewing experience, rather than scrubbing through a vast video timeline and inadvertently missing valuable information which makes for a more user-friendly experience. Kaltura Interactive Video Paths offers some exciting new features including: Allowing viewers to play an active role by choosing their preferred actions and learning paths. Building choice-based video paths that increase engagement. Tracking views to better understand behavior and gain valuable insights through choices made.   Interactive video paths give students the opportunity to control the story.  Interactive video paths can transform the learning experience from a passive learning activity to an exchange of information where students take an active role. If learners can determine or control “what to what to do next” then, they are more likely to engage in learning. Interactive video increases learner-content interactivity. Here are a few suggestions for creating interactive video paths. Group Activities Video paths can be used […]

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Considering Course Design for Affective Learning

Bloom’s taxonomy provides a common language for designing instruction. Although Bloom’s cognitive hierarchy is typically used for designing instruction to help students move up the hierarchy in knowledge, student learning can take place in any or even all of Bloom’s three main domains of learning. Course designers can use Bloom’s taxonomy to create learning goals that will increase learners’ knowledge in the cognitive domain, develop skills in the psychomotor domain, or encourage students to move up the hierarchy in the affective domain from having passive feelings to perhaps more involved feelings.

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