Research Presentation

This presentation will share a new course delivery platform designed for competency-based education. The first course delivered on the platform “Technologies for Academic Success” has been taken by over 800 students at the University of Hawaii. The course and platform will be shared along with feedback data from students. Ongoing platform development and the teaching and learning challenges experienced by both students and instructors in a new environment will be discussed.

Ariana Eichelberger, Peter Leong, & Curtis Ho

University of Hawaii at Manoa,USA

Teachers need to unpack the curriculum in designing their instruction in an innovative and professional manner with pedagogical approaches creating a much better learning experience, skills, and knowledge establishing globally competitive learners. The Collaborative Instructional Design System (CIDS) is a mechanism that fulfilled the 21st-century learning environment while preserving and sustaining values in human lives generating intellectually smart individual, addressing the Industrial Revolution 4.0 and accommodating the emergence of Super Smart Society 5.0.

Ismail Zain

Dynamic Global Vision
MALASIA

A major issue facing current college students is the rising cost of textbooks. Additionally, taking a statistics course often causes great anxiety among students. Consequently, an online open educational resource (OER) statistics textbook was created for an introductory quantitative research methods course for graduate students at the University of Hawaii-Manoa. This presentation reports about the design and development of an OER statistics textbook that uses problem-based learning (PBL) approach to statistics.

Peter Leong, Seungoh Paek & Daniel Hoffman

University of Hawaii at Manoa
USA

Education 4.0 is a school of thought that encourages non-traditional thinking, producing qualified professionals who are ready for a highly globalized and digital-driven world of work. The Collaborative Instructional Design System (CIDS) is a mechanism that supports the Education 4.0 concept and fulfilled the 21st-century learning environment while preserving and sustaining values in human lives generating intellectually smart individual, addressing the Industrial Revolution 4.0 and accommodating the emergence of Super Smart Society 5.0

Ismail Zain

Dynamic Global Vision
MALASIA

This study aims to find out if the online groups, that Omani parents of children with autism use to communicate are providing these parents with social support and awareness about autism. An online questionnaire will be distributed through two online autism-focused groups to collect data about the value of these groups in terms of providing support and awareness to the participating parents and to find out what are the kinds of support they offer.

Zainab Al-Shidhani & Lydia Ugwu

University of Houston
USA

This paper presents a usability testing report of a mobile handheld device used by preschoolers in a school day care in Florida, US. Both students and their instructors were observed and analyzed. Themes and results from the usability testing have been presented and recommendations are suggested. This research portrays about emerging technologies in learning and brings forth that youngest learners also hold immense potential of effective understanding from educational technological tools.

Shilpa Sahay

New York University, USA

This presentation will highlight key discoveries from a series of qualitative research projects conducted as a collaboration between an instructional designer and university faculty members aimed at understanding how instructors and students are using video in higher education contexts, particularly in distance learning environments at one public university in the United States.

Randall Beaver

Florida International University, USA

The present study explored the effectiveness of the blended learning courses at the Universiti Malaysia Sabah.The present study explored the effectiveness of the blended learning courses at the Universiti Malaysia Sabah.

Kaushal Kumar Bhagat & Pramod Kumar Goswami

Indian Institute of Technology Kharagpur, INDIA ,University College of Engineering and Technology

Coding education will become mandatory in Japan from 2020 onwards, and its incorporation into elementary schools’ curriculum is required. Reports by private organizations discuss major the obstacles that must be overcome for successful implementation. The authors of this paper also experienced similar obstacles when teaching coding and decided to develop an online coding workshop for teachers. Teachers can self-learn coding with a series of hands-on video clips made available on the internet.

Eri Ono,Hitoshi Susono,Maki Hagino,& Kazuyoshi Enomoto

Mie University,JAPAN

The proposal is based on a case study wherein a survey was conducted on the web-based examination system adopted at the School of Business Management, Shoolini University, Solan (H.P.). From orthodox pen-paper exams to online exams in computer labs to students attempting the same on their own laptops, the journey had its own share of growth and challenges.

Kamal Kant Vashisth & Devesh Kumar

Shoolini University,INDIA

With the development of social media, an increasing number of people participate in group reading. Few research was done to investigate the social factors impacting on people’s book choice in the era of social media, in which more and more interact with each other. The purpose of the study was to explore learners’ book choice from the perspective of social network and provide results for those who are interested in the flow of books under social media spaces.Characters of this reading group and factors influencing book choice were analyzed and represented. Issues and recommendations about the flow of books were discussed.

Lei Zhang

East China Normal University,CHINA

This presentation identifies pertinent types of questions for studying the effectiveness of instructional strategies within online learning environments. During this session, the concept of spaces intended for intentional learning will be deconstructed. Complexity will be posited as a fundamental contextual factor that should be understood before any meaningful research can occur. The session will conclude by introducing a framework for conducting research at the intersection of asynchronous learning designs and online learning environments.

Robert Maribe (Rob) Branch

University of Georgia USA

Succeeding in a doctoral program is never an easy thing. Factors of success are compounded when the program is online, and are even further exacerbated when students reside internationally. This research presentation will detail the experiences of three internationally-based students who succeeded in a an online EdD program focusing on educational technology. This presentation will be of interest to both students and faculty who are interested in ensuring a positive learning experience through this process.

Ross Miller,Leigh Powell, Max Diaz

Otemon Gakuin University, JAPAN
Mohammed Bin Rashid University of Medicine and Health Sciences,UAE,
The Hong Kong Polytechnic University, HONG KONG

The proposal deals with a crowdsourcing based mobile application, named PEERA, developed for collecting data regarding Sacred Grooves of Kerala. The students of Environmental Science departments of higher education institutions use the developed mobile app for collecting data. This study reports on the perception of environmental science students regarding the efficacy of the mobile application towards learning about sacred grooves.

Divya C Senan

University of Kerala, INDIA

The main purpose of the paper is to generate a dialog with educators based in India who have direct experience with the use of smartphones and video sharing websites in their classrooms. We use the term “dialogic editing” to signal our interest in incorporating the voices of educators in India into our ongoing research program. We want to see how local responses to our notion of orality 2.0 may require reframing and refocusing our account.

Matthew Rosen, Briju Thankachan

Ohio University, USA

A team project for teaching basic video editing in a graduate-level visual literacy and instructional media production course was redesigned to simultaneously facilitate learning about social justice issues. This session includes goals, method, outcomes, and examples drawn from three iterations of the redesigned project.

Amy Bradshaw

University of Oklahoma, USA

With the growth of online learning, the on-screen presence of instructors in video lectures which may potentially affect learning experience has arouse the concern of researchers. The comparative experimental study found that learner felt higher satisfaction when the instructor image was presented on the right side of the video screen and showed worse learning performance when the image was in the middle, which could inspire the design of online instructional videos to some extent.

Jing Nie

East China Normal University, CHINA

As online learning continues to grow prolifically, students are better prepared to embrace digital resources to reach educational goals, but as technology grows and student needs change faculty members feel the nudge or even trepidation to adapt to the changing pedagogical landscape. This paper describes a case study that was undertaken to document faculty experiences with online course development, their changing role, and what they wish they had known before they built their online courses.

Keya Mukherjee

Saint Leo University, USA

The study investigates the administrative efficiency of public libraries and the ICT challenges in a Digital Age. The study adopted descriptive survey design. Two research questions and two hypotheses were formulated to guide the study. Simple random sampling technique was used to sample the population, which stood at 5,153 respondents. Data collected from the researchers’ developed instrument (UUSLSQ) was tested for reliability using Crombach Coefficient Alpha formula, which yielded reliability co-efficient of 0.66. weighted mean scores were used for answering research questions, while Pearson Product Moment Correlation Co-efficient Independent t-test and Analysis of variance were used for testing the research hypotheses. The results indicate significant influence of socio-economic and occupational background on utilization of public library services in the area under study. It was recommended among others, Government should digitalize public libraries in all tiers of government and also embark on regular public enlightenment programmes.

Archibong Bassey, Felicia Momoh

University of Nigeria, NIGERIA

The proposed system presents a comprehensive platform known as the Intercultural Gamified based Learning Management System (IGLMS) that embeds the aesthetic intercultural sentiment to intercontinental multi-diverse students for a conducive cross-cultural interactive engagement of virtual learning.

Shalini Rajasingham, Suresha Perera,Dinithi Uthpala Ranasinghe

The Open University of Sri Lanka, SRI LANKA

In the last decades, various interventions have been introduced to make learning chemistry easy and engaging. Usually students find it difficult to understand the underlying concepts of chemical reactions and visualize the same. Main reason could be the hidden phenomena that are responsible for the chemical process. Chemblocks mainly aims at helping students to understand basic chemical reactions using the concepts of chemical bonding, visualizing electronic and ionic structure.

Nandan. P.A, Alekh V, Prof. Sahana Murthy

Indian Institute of Technology Bombay, INDIA

Teaching logical thinking to visually impaired students is a daunting task. These students depend on the sense of touch and hearing in obtaining information hence tangible flow chart can be helpful for developing logical thinking by creating a tangible experience. Our solution comprises tangible flowchart blocks with real-time audio feedback with the help of Augmented Reality (AR) technology. The tangible interface has been carefully designed to address the interaction limitations of visually impaired students.

Priya Lotlikar, Deepak Pathak,Herold P C

Indian Institute of Technology Bombay, INDIA

This study aims to design and develop interactive media experience to help young children understand negative numbers. The presentation first shares a clinical interview examining how young children start to understand negative numbers and how they construct their understanding over time. The presentation then demonstrates a prototype of a game-based number line experience about negative number. Preliminary findings of pilot study are discussed.

Seungoh Paek,Daniel Hoffman

University of Hawaii at Manoa, USA

This study investigated online discussions in higher education courses in order to determine whether there is a relationship between social construction of knowledge as a group shares and builds on ideas, and social presence. Social presence is the degree to which users in mediated communication perceive one another as “real”. Discussions were analyzed using the Interaction Analysis Model which is based on socio-constructivist theory and is designed to analyze the process of knowledge construction.

Austin C. Megli,Charlotte “Lani” Gunawardena

University of New Mexico, USA

DiST tutor is a Scratch-Arduino based application that provides students a simulation-based environment to understand the relationship between distance, speed and time. As opposed to just memorizing the relationship between distance, speed, time (D-S-T) variables, the learner builds the graph by interacting with the system. Students thus get to construct their understanding of the relation between D-S-T through reflection on their own experience and past knowledge of D-S-T.

Sanchit Jain,Archana Rane,Priya Lotlikar,Nagesh Pokle,Herold P.C.Ulfa Khwaja

Indian Institute of Technology Bombay, INDIA

Based on an analysis of quality frameworks, we will present quality guidelines for supporting faculty engaged in e-learning. Types of support will be discussed based on the phase of e-learning implementation and centralized or decentralized institutional structures.

Swapna Kumar, Neuza Sofia Pedro

University of Florida, USA,
University of Lisbon, PORTUGAL

Digital Poster Session

This presentation discusses the limited continuous professional development with online/blended learning and technology integration for Indian K-12 public school teachers and compares international models to adopt best practices that teachers can embed in their learning designs. It also highlights the need to equip teachers with online learning that encourages community building, flexibility, and affordability and seeks suggestions to develop a professional development model grounded in constructivist pedagogies within the Indian K-12 context.

Rukmini Manasa Avadhanam

University of Minnesota, USA

Learning analytics is the measurement, collection, analysis and reporting of data about the progress of learners and the contexts in which learning takes place. Using the available datasets around learner activity and digital footprints in learning environments, learning analytics has enormous potential to improve the learning experience of 3.5 crore students in India.

Reno Isaac Philip

Finastra, INDIA

The advent of technology has brought upon important realizations and learning all across the globe. Technologies to make machines smarter and turn them into better learners are on the rise. But it is also equally important for humans to learn and groom their minds with time. Can technology be of any help in human cognition and education? This research is set to explore these possibilities.

Mamina Shrestha

Saint Xavier’s College, Maitighar, NEPAL

The use of G-Suite in schools has spread globally. Researchers continue to analyze G-Suite’s effect on student learning, motivation, engagement, among others. The proposed research seeks to understand the perspectives of teachers on the use of G-Suite in Newfoundland English School District (NLESD). This study will help identify the factors that influence the use of G-Suite by teachers and to analyze the overall utilization of it in the NLESD.

Sana Jamil

Memorial University, CANADA

Culture-specific products and services are being developed out of conditions (i.e., poverty, no transportation) in a society and culture. This presentation explores this phenomenon as it is transpiring all over the world.

Dr. Patricia Young

University of Maryland, USA

This paper presents a literature review on psychological perspectives of educational technology which would assist any educationist or designer to develop a foundational understanding of how technology usage for enhanced teaching and learning have been utilized over time.

Dr. Shilpa Sahay

New York University, USA

The engineering thinking, engineering design and engineering creativity of students in K-12 education have attracted the attention of many countries. What is engineering? What do engineers do? How should engineering be learned and taught in K-12 schools? These questions are answered by the education standards of the Ministry of Education (MOE). Through encodes and analyzes the latest version of the educational standards published by MOE of seven countries (or regions). We explore what subject areas, key competencies, curriculum purposes, can engineering-related standards be found. And we find the features and similarities among these countries.

Hui Shi

East China Normal University, CHINA

This paper summarized studies on CSCL regulation awareness tools, describe different types of tools from the perspective of various dimensions of shared regulation (cognition, metacognition, motivation and emotion) and various methods of visualization (scatter gram, indicator led, table, social gram, radar).

Lei Zhang

East China Normal University, CHINA

The purpose of this literature review is to study these findings and determine what factors contribute to the construction of knowledge through technology. Taking it a step further, it can also be determined whether technology hinders or strengthens the overall effectiveness of the classroom teacher and setting.

Samuel Williams, Evan Virden,Melinda Ogg,Erna Wati, Shantara Zadeh

Liberty University, USA

The intended goal of this research is to furnish detailed discussion of the futuristic computational technologies such as Cloud Computing, Mobile Learning, MOOC, Open Content, 3D printing technologies that serve the disciplines such as Archaeology, Astronomy and Business, Virtual and Remote Laboratories and Wearable Technologies that facilitates learner in practical oriented approach.

Dr S R Vadrabade, Dr Navin D Jambhekar, Dr Pravin G Sarpate

Gopikabai Sitaram Gawande College, INDIA

Administrators are key players in attaining organizational goals and aspirations. These individuals are equipped with managerial and administrative skills charged with the responsibilities of mobilizing available resources both human and material to achieve set goals. A very high performance level is needed from members of staff for an organization to be effective and efficient especially in this digital age. This study examined the administrators’ perception of use of social media in facilitating organizational team growth.

Dr. Felicia Mormah

College of Education, Agbor Delta State, NIGERIA

Many educational institutions in India confronts different challenges to integrate educational technology in teaching and learning. This case study presents major challenges and solutions to integrate educational technology effectively in teaching and learning in a rural college in India.

Briju Thankachan,Someshwar Vadrabade,Sumeeta Gawande

Ohio University, USA
Gopikabai Sitaram Gawande College, INDIA

Extensive research has shown participation in formative quizzes leads to better utilization of study time and higher summative test scores. Our interdisciplinary research team, consisting of data analysts, instructional designers, graphic designers, media producers, and faculty partners, is exploring whether easily-integrated video animations with audio encourage students to participate in formative in-video questions (IVQs) in on-campus and Massive Open Online Courses (MOOCs). Our goal is to inform video production practices that help improve student learning.

Emily Irene Forbes

University of Illinois at Urbana-Champaign, USA

Moving learners from little or no proficiency (ignorance/incapability) of knowledge, skills and attitude to perfect performance is the main task of an instruction. However many instructors struggle to deliver quality instruction (carefully planned and ordered presentation) because of a lack template to align the Curriculum, Instruction and Evaluation. This digital poster introduces a teaching tool Instructional Decision Model (IDM) to address this issue.

Briju Thankachan

Ohio University, USA

Research Study

This paper explores deliberate informal learning activities performed by undergraduate students (n = 595) in their most used (MUSM) and least used (LUSM) social media. Results indicate that there is significance difference on the ranks provided to informal learning activities performed in the MUSM and LUSM. Last, social media preference and rate of occurrence has an effect on the number of deliberate informal learning activities carried out by the participants.

Enilda Romero-Hall

University of Tampa, USA

This mixed methods study conducted in a high school in India examines whether digital games are more influential in attitudinal learning (cognitive, affective, behavioral and social) when played collaboratively or when played individually. The attitudinal learning was not significantly different for both formats of game play. We derived deep insights into game play experiences and game features that assisted in attitudinal learning from the qualitative data.

Shamila Janakiraman,Dr. Sunnie Watson,William Watson

Purdue University, USA

Gamification research in educational settings has produced mixed results on student learning outcomes. Educational researchers and practitioners both struggle with identifying when and how to use gamification concepts. This research presents findings from a meta-analysis that attempted to integrate the empirical research on gamification in education on student learning outcomes by examining the overall effect and identifying which game design elements (e.g., badges) and under what circumstances (e.g., engineering education) gamification works.

Albert Ritzhaupt,Rui Huang,Max Sommer,Jiawen Zhu,John Hampton, Natercia Valle

University of Florida, USA

This presentation will discuss the development of a digital repository for online teaching and learning using design-based research approach. Data-driven design decisions will be discussed and framed as a human performance issue. Further, we will discuss the incorporation of the 5Rs (retain, reuse, revise, remix and redistribute) of OERs. One of our results is a HPT model specific for OER development. The intended audience is instructors, researchers and instructional designers.

Dr. Jennifer Richardson,Shamila Janakiraman,Daniela Castellanos-Reyes,Mohammad Shams Duha

Purdue University, USA

The purpose of this study is to investigate the effect of question-embedded interactive video environment on students’ online learning quality and attention. Participants were divided into two comparable groups to complete two types of online courses: a question-embedded interactive video environment (QVE) versus an interactive video environment without the question component (IVE). The data were collected from 120 college students enrolled in an introduction level literature search course. 60 participants were asked to complete the course with QVE and 60 participants were asked to complete the course with IVE. Participants’ learning attention data in the online course were collected by Electroencephalography (EEG) devices. The research results show that the online course with QVE promote the students’ learning outcomes as well as learning attention, and the positive effect on learning attention was realized in the interactive stages.

Hui Shi

East China Normal University, CHINA

Computational thinking is a hot topic of current research. We pay great attention to the cultivation of students’ computational thinking ability. However, at present, Chinese research on computational thinking evaluation is particularly lacking. Therefore, this study analyzes the connotation of computational thinking, traces and compares international computational thinking evaluation methods, and proposes a computational thinking evaluation framework. According to the framework, a middle school students’ computational thinking scale has been formed. After testing, the scale has good reliability and effectiveness.

Wang Xi

East China Normal University, CHINA

This paper explores how social dynamics of interacting groups influence knowledge construction when participants are engaged in inquiry-based learning; specifically, problem solving, role-play, and case based reasoning activities. We employ qualitative interaction analysis of online transcripts to determine social construction of knowledge and Social Learning Analytic Methods (SLAMs) to explore group dynamics. Preliminary data analysis indicates that higher phases of knowledge construction are associated with postings containing high levels of positive sentiment and social dynamics.

Gayathri Jayatilleke,Charlotte Gunawardena,Nick Flor,Damien Sánchez

University of New Mexico, USA

This study aims at exploring the reception of Magic Realism concepts in relation to the familiarity with multimedia. Basically, the researcher intends to discover the possibility of utilizing multimedia when relating to the characteristics of Magic Realism and promote such techniques (if there are any) which would pave way for a more positive response from students who are reluctant to do so

Mayanthi Kulatunga Jayakody

The Open University of Sri Lanka, SRILANKA

This case study describes the design and evaluation of data dashboards for local a school district. The project’s goal was to support student learning and teacher practice by providing a high-quality data-visualization platform. How the data dashboards were designed and operationalized is discussed, as well as how stakeholders evaluated the platform’s usefulness and perceived impact. The work supports researchers and practitioners striving to use technology to support data-driven decision making.

Daniel Hoffman

University of Hawaii at Manoa, USA

The purpose of this study was to discover the feasibility of designing, developing, and implementing a collectible card game (CCG) that could teach cybersecurity to children and increase their interest in computer science as a possible profession. This effort culminated in the development of the CCG called CySEC Crucible. This project was made possible by a grant from the National Science Foundation.

Michael Thomas

University of Illinois at Chicago, USA

University education is shifting towards active learning to enable students to acquire new competencies. How do we educate students to live a good life in the future knowledge-based society? Although universities tend to employ new teaching methods to support self-regulated learning, most lecture styles are still traditional. Faculty members have kept this traditional teaching style, which is a one-way transmission of knowledge from teacher to students. In this presentation, the author presents informal project-based learning to nurture 21st century competencies. Students should not stay inside classrooms, but move into real society. They can collaborate with different kinds of people and work together to achieve common goals. When students make their own decisions, they will be more responsible and collaborate with each other.

Kenichi Kubota

Kansai University, JAPAN

There is a gap regarding how often various design elements are included in online and blended courses by instructors and instructional designers. This presentation will highlight the process used to create an online course design elements (OCDE) instrument and showcase example items in the following five categories: overview and objectives, content presentation, interaction and communication, assessment and evaluation, and support.,

Florence Martin, Doris Bolliger

University of North Carolina Charlotte, USA
Old Dominion University, USA

Workshops

This workshop will introduce attendees to the concept of flipped classrooms and its benefits. Participants will be introduced to a variety of tools to create videos, animations and screen recordings for flipped classrooms. Mobile applications and websites with existing videos that can be integrated will be shared and discussed. Throughout the workshop, participants are encouraged to actively participate in the workshop by sharing their practices, ideas and perspectives.

Florence Martin, Doris Bolliger

University of North Carolina Charlotte, USA
Old Dominion University, USA

This workshop explores cultural differences that effect equitable access in online course design and addresses culturally sensitive pedagogy for learning designers. This professional development workshop addresses two specific areas for learning design: effect of culture on online learning and ways to modify content to support learning in an inclusive environment. Instructional designers will learn about cross-cultural issues the effect learning and inclusive pedagogy. Participants will use authentic learning artifacts to apply culturally sensitive learning pedagogy.

Keya Mukherjee

Saint Leo University, USA

Gamification has been around for years. There are many forms from computerized games in “edutainment” to gamifying the classroom with badges and leaderboards, to content specific games. We will investigate the immersive game-based learning environment of Breakout EDU. We will explore the digital and physical games and how they each can impact student engagement and the development of the 4Cs of learning, communication, collaboration, creativity, and critical thinking. Participants will modify then create a Breakout.

Keri Duncan

Lilburn Elementary School, USA

Online learning resources afford great opportunity to support student motivation to learn. The Self-Determination Theory (SDT) of human motivation presents three basic psychological needs, autonomy, competence, and relatedness, that contribute to energizing and orienting behavior. Educators who are intentional about supporting intrinsic motivation can leverage the vast resources of online applications and utilities to foster student learning. This interactive workshop will guide participants through online environment design decisions that enhance student intrinsic motivation to learn.

Joshua Kirby, Jose Sandoval

Penn State University, USA

Online learning resources afford great opportunity to support student motivation to learn. The Self-Determination Theory (SDT) of human motivation presents three basic psychological needs, autonomy, competence, and relatedness, that contribute to energizing and orienting behavior. Educators who are intentional about supporting intrinsic motivation can leverage the vast resources of online applications and utilities to foster student learning. This interactive workshop will guide participants through online environment design decisions that enhance student intrinsic motivation to learn.

Joshua Kirby, Jose Sandoval

Penn State University, USA

In this workshop, discover strategies for selecting mobile technologies to make a noticeable difference in classroom engagement. Teachers can use in ICT in a student-centered way. In this session, participants will do the following:

  1. Explore five easy to learn Web 2.0 tools that can be used on any mobile device, and
  2. Identify the strategies for making the tools effective for engagement in the learner-centered classroom.

Beth Rajan Sockman, Rebecca Carbin

East Stroudsburg University, USA

This workshop is designed to introduce participants to the basics of Team-Based Learning.The research shows the use Team Based Learning (TBL) has a positive impact on the quality of the student learning. However, many teachers are not familiar with the TBL as an instructional strategy. In TBL, students come to the class prepared, get clear feedback, use content to answer questions, solve problems and make decisions as part of a deep-learning process.

Briju Thankachan

Ohio University, USA

In this two-hour workshop, participants learn about and practice using the Collaborative Inquiry Cycle, or CIC. The CIC provides a process for designing and implementing group learning experiences focused on exploration, analysis, and synthesis in online environments. Instructional designers can use the CIC to encourage active learning, foster cultural inclusivity, and encourage dialog among members of a cohort.

Casey Frechette, Charlotte Nirmalani “Lani” Gunawardena, Ludmila Ortegano-Layne

University of South Florida St. Petersburg, USA
University of New Mexico, USA

This workshop is for participants who want to develop their research skills in analyzing online collaborative learning. The workshop is a good match for the symposium as it aims to advance newer methods for online research. Participants will be able to:

Follow the basic steps involved in qualitatively analyzing online interactions using Interaction Analysis, and
Explore how Social Learning Analytic Methods can be used to enhance findings from Interaction Analysis

Charlotte Gunawardena, Nick Flor,Damien Sanchez,Gayathri Jayatilleke,

University of New Mexico, USA
The Open University of Sri Lanka, SRI LANKA

There are several areas to consider in the quality assurance of online programs. This interactive workshop focuses on processes that program leaders or department chairs can adopt to ensure and assess quality in an online program. Participants will be introduced to a range of strategies and processes that they can later adapt and apply to their context and program.

Dr. Swapna Kumar

University of Florida, USA