While online learning has transformed how instruction is delivered, it has had less of an impact on assessment methods. Most online courses still use traditional assessments such as papers and exams. But the digital revolution opens a myriad of ways to assess student learning beyond the traditional methods, and student publications in the form of e-magazines constitute one of the more exciting possibilities.
We were tasked with developing courses that relied primarily on OERs in order to eliminate or reduce textbook fees. In doing so, we created a checklist of characteristics to look for when evaluating OERs for potential inclusion in a course. We drew inspiration from Quality Matters™, the MERLOT© peer review process, and personal experience in the instructional design field.
Students like online classes due to their flexibility and convenience. But not all students do well in these courses; the statistics indicate that online classes have a much higher dropout rate compared to traditional face-to-face classes.
Using Twitter, HootCourse, and Other Backchannels to Engage Online Students
A few years ago I was struck by a question: What makes students so motivated to engage in “work” doing tasks in video games, yet at the same time so regularly unmotivated to do work in class that could actually benefit them and their careers? That’s when I discovered the concept of gamification—the process of applying the motivational techniques used in video games to courses.