Professional Documents
Culture Documents
Sami Rose
Towson University
ECED 610: Learning Environments: Curriculum Technology
Dr. Sara Hooks
January 21, 2022
Now more than ever, virtual learning is important for all students and instructors as we
head for the unchartered territory of a post-pandemic world. Lucky for us, we are also at a
technological pinnacle that can help us make learning from afar more effective than it has ever
been in the past. This paper will focus on virtual learning for higher education and what
One area that can improve online courses is by increasing the overall student experience.
Research has shown student satisfaction can be evaluated by an instrument called e-learning
quality, ethics and professionalism, learner support, and safety and convenience (Mousavi,
Program effectiveness is measured by what students learned in the course that will
prepare them for their future careers (Mousavi et al., 2020). Learners want to feel ready for their
next steps after their program ends, so they want to learn practical skills and the opportunity to
learn academic skills. Students favor practical learning styles but for a conceptual understanding,
theoretical knowledge is taught best when it is applied to a related field (Pandey, & Solanki,
2021). Learners prefer appealing resources with clear and simple instructions in a course
structure that supports accessibility (Raturi, 2019). Other infrastructural factors are mode of
delivery, assessment, and overall quality of education (Pandey, & Solanki, 2021).
Evaluating the instructor’s skills in teaching virtually falls under teaching quality. Learners
want to collaborate with others using technology so discussion forums, synchronous sessions,
and other technology tools are a must (Mousavi et al., 2020). “Learning is a cognitive process for
achieving knowledge, and technology is the medium of the learning process, which means that
technology is used like other tools on the Internet” (Ningsih, Effendi, & Syah, 2019, p. 210).
Another factor that influences teaching quality for students is just-in-time, specific
feedback because they want to know if they are doing well or if they have opportunities to adjust
what they are doing to increase their learning and performance in the class (Mousavi et al., 2020).
Other aspects are properly timing assignments so students can do quality work and are not
overwhelmed or bored. Completing assignments within the LMS is another feature that students
want.
According to Raturi (2010), learner interface interaction is a must to enhance the learning
environments for asynchronous classes. And this aligns with EEAM’s safety and convenience
measure. Students need a user-friendly LMS that reduces the transactional distance by
eliminating the feeling of loneliness and increasing the ease of asking questions (Mousavi et al.,
2020). In a virtual classroom, the learning environment should be a living environment where
learners acquire knowledge on studying, playing, working independently and in a group, and
living in a community (Lengyel, 2020). Virtual learning environments should be a safe place for
students to gain cultural capital that allows them to be themselves and become more educated
citizens (Aylmer, 2020). It is important that the learning environment is not a place where
students can refrain from participating and impeding their own cultural capital progress.
Ethics and professionalism are other considerations of the EEAM process (Mousavi et al.,
2020). It is essential that instructors observe cultural and social issues and address them either in
the course or in another way where appropriate. Current events show that we are living in a time
with heightened political fissures, racial injustice, income inequality, pandemic, and climate
change to name a few. These things can deter students from learning if they are overwhelmed,
unseen or unheard, or unrepresented if the content they are learning about doesn’t account for
their perspectives. Other factors important for instructors to set the example are intellectual
property and copyright laws. All of the ethics and professionalism are addressed it can increase
Student satisfaction also requires learner support for all students. Learner support
digital library, and considering students’ concerns on how services are provided to them (Mousavi
et al., 2020). Technology is not always user-friendly or sometimes it just breaks so students
should have a troubleshooting resource. Faculty and staff should also design courses with ease of
Incorporating games into virtual learning environments can be fun and successful if done
correctly. “Educational games are effective if they have a primary purpose of acquiring knowledge
and entertainment is a secondary purpose” (Lengyel, 2020, p. 113). The same is true for virtual
reality (VR) experiences, learning is hindered if it was formed for amusement instead of education
and learning (Steele, Burleigh, Bailey, & Kroposki, 2020). Games used for instruction and VR can
be both amusing and educational but it needs to be part of the core design or architecture of the
product. Another key component is both instructors and learners must accept games as tools for
education. If this does not occur the learning goals will not be reached.
For a more personalized virtual learning experience, institutions should look into an LMS
that has dashboard predictive tool capabilities (De Jesús, & Sevillano, 2019). Predictive tools have
been proven through research that they positively impact functional learning and experiences.
Using this technology, instructors can easily ascertain if certain topics need clarification or if
redesign needs to occur before the next iteration of the course. Learners can quickly identify
which parts of the course in the area they have opportunities to improve.
“The next wave of opportunity” (De Jesus Liriano & Sevillano, p.33) is what researchers
call the evolution of new or redesigned technical capabilities that have the potential to change
society in some manner through the use of robotics, machine learning, and artificial intelligence. I
cannot wait for this next wave so I can contribute to the institution by incorporating new
technology into lessons for the faculty I support. In order to do so successfully, I will confirm they
were designed with education in mind, that they are user-friendly and give learners the ability to
work together, and use what they learn to prepare them for their future careers.
References
Lengyel, P. S. (2020). Can the game-based learning come? Virtual classroom in higher education
of 21st century. International Journal of Emerging Technologies in Learning, 15(2), 112–
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Mousavi, A., Mohammadi, A., Mojtahedzadeh, R., Shirazi, M., & Rashidi, H. (2020). E-learning
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https://doi-org.proxy-tu.researchport.umd.edu/10.25304/rlt.v28.2308
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