Agile XR
  • Welcome
  • Key Project Learnings and Reflections
  • Project Result 1
  • 1 - Guide: Agile Teamwork in Web-Based Learning
    • Chapter 1 - Agile in Software
      • 1.1 Values in Agile Software Development
      • 1.2 Principles in Agile Software Development
      • 1.3 Agile Project Management and practices
      • 1.4 Agile Mindset
    • Chapter 2 - Agile in Education
      • 2.1 Agile Compass for Education
      • 2.2 eduScrum
      • 2.3 Agora schools
      • 2.4 Agile Learning Centers
    • Chapter 3 - Agile practices for project-based learning
      • 3.1 Sprint Planning and Execution
      • 3.2 Daily Stand-Up Meetings
      • 3.3 Collaborative Learning and Projects
        • 3.3.1 Project initiation
        • 3.3.2 Project planning
        • 3.3.3 Project execution
        • 3.3.4 Project performance/monitoring
        • 3.3.5 Project closing
        • 3.3.6 Agile rituals using Mural
    • Conclusions
    • Bonus: Interviews with Agile Experts
      • Interview with Yeremi Marín, ALC Facilitator at EduCambiando, Mexico
      • Interview with Ryan Shollenberger, Co-director ALC NYC
      • Interview with Willy Wijnands, Cofounder eduScrum
  • 2 - Video Tutorials: Agile Teaching Techniques
  • Project Result 2
    • 3 - Guide: Implementing VR/XR in Team-Based Education
      • Our Approach: Design-Research
      • State of VR for Education
      • How To Choose VR Hardware and Software
      • Testing and Benchmarking VR Platforms
      • Designing Virtual Environments for VR Learning
    • 4 - Manual: Spatial.io for VR-Enhanced Teamwork
      • Terminology in XR
  • Project Result 3
    • 5 - Workshop: Designing Blended Learning Courses
      • Session 1 - Redesign Project Framing
      • Session 2 - Understanding the Student Experience
      • Session 3 - Understanding the Teacher Experience
      • Session 4 - Blended Course Plan
    • 6 - Workshop: Enhancing Existing Lessons for Blended Learning
      • Session 1 - Quick Scan
      • Session 2 - Deep Scan
    • 7 - Lesson Plan Templates for Online and Hybrid Learning
      • LP1 - Intro to AI - Elementary School
      • LP2 - Planning Skills - Lower Secondary Level
      • LP3 - Intro Radioactivity - Higher Secondary Level
      • LP4 - Berlin Wall - Upper Secondary Level
      • LP 5-10 - Lifelab Project - Upper Secondary Level
  • Project Result 4
    • 8 - Guide: Mastering Effective Distance Learning
      • Module 1: Introduction
        • What is distance learning and is it expanding so fast?
        • Online learning
      • Module 2: Methods of implementing distance learning
        • Synchronous online learning
        • Asynchronous online learning
        • Blended learning and flipped learning/classroom
      • Module 3: Classroom management in online learning
        • Class management in distance learning and how to engage students in distance learning
      • Module 4: Promoting collaborative learning in distance learning
        • Collaborative learning in distance learning
        • Problem-based learning and project-based learning in distance learning
        • Cooperative learning in distance learning
      • Module 5: How to promote social interactions in distance learning
      • Module 6: Educational technology tools for distance learning
      • References
    • 9 - Reference Guide: EdTech Tools for Interactive Teaching
      • Module 1: Introduction
        • How to get more student engagement?
        • How can we make it more collaborative?
        • What can be done with less or no teacher support? (e.g. for flipped classrooms)
      • Module 2: EdPuzzle
      • Module 3: Socrative
      • Module 4: Trello
      • Module 5: Nearpod
      • Module 6: Google Drive, Microsoft OneDrive, etc. (Shared document tools)
    • 10 - Digital Tool: EdTech Decision-Maker
    • 11 - Report: Evaluating Agile and VR/XR Teaching Pilots
      • Introduction
        • The project "Augmented Agile teamwork for hybrid learning at Schools” (AgileXR)
        • Project Result 4: Pilot and Impact Evaluation and Lessons Learned
        • Brief Theoretical Framework
        • Pilot Teaching Experiences in the AgileXR Project
      • Aim of the report
      • Method
        • Participants
        • Materials
        • Data Analysis
        • Procedure
      • Results and discussion
        • Students' perspectives
        • Teachers’ perspectives
      • Educational implications
      • Conclusions
      • Bibliographical references
      • Appendix
        • Appendix 1. Pilot evaluation student questionnaire
        • Appendix 2. Pilot evaluation teacher questionnaire
        • Appendix 3. GDPR - Family authorisation for secondary school students
  • Translations
    • 12 - Multilingual Publication Translations
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  1. Project Result 4
  2. 8 - Guide: Mastering Effective Distance Learning
  3. Module 3: Classroom management in online learning

Class management in distance learning and how to engage students in distance learning

One of the main challenges is classroom management in distance learning, being student engagement one of the main challenges (Chiu et al., 2021). Students' engagement with their learning, study, and assignments is of great importance, as it is one of the key aspects of academic performance.

To make this classroom management as effective as possible, as welconcerningnt's engagement in learning as optimal as possible, one must start by adjusting the learning criteria and the objectives that both students and teachers are expected to achieve in online learning (Masoumi & Lindström, 2012).

These objectives must be related to the official curriculum/syllabus that students must follow, in such a way that they can be presented, disseminated, and shared as a guide in decision-making for both teachers and students. It is always easier to achieve what we set out to do when we are clear about the steps we have to take to do so, and this makes us commit ourselves to what we want to achieve, and this is essential in e-learning.

To do this, teachers need to know the standards and learning objectives for their subject and make informed decisions about learning expectations and assessments to share with students.

A practical way for teachers to analyze these standards that the law proposes through reading by analyzing key nouns and verbs is to check the depth of these objectives and to transfer them to students.

In addition, to sharing and selecting the objectives to be achieved. Another premise is an organization, creating a flowchart or a timetable of lessons where it is clear: what concepts or skills come first, what comes next, what we have achieved, what we have set out to achieve, promoting spaced practice between the content at a distance. In addition, setting small quizzes to make students feel obliged to recall knowledge is key to engaging students in their learning in an online environment (Dirkx et al., 2019).

When this priority has already been established in the learning objectives, as well as having seen which tasks will come before which tasks will come after, and at what times the spaced practice will be carried out. Another aspect of learner engagement is the tasks.

The choice of tasks in relation to the point of learning at which they are at is fundamental to ensuring student engagement in their learning. That is why, in a synchronous environment, involving them in the class through live monitoring tools is essential for student engagement and the smooth running of the class (Herrinton et al., 2003).

In addition, one of the problems we face is that when we design an assignment, we do not know what is happening on the other side of the screen, as many students either do not connect their cameras because they do not have the means or because they do not want to. Some tips on how to try to engage with assignments in a distance learning environment in a synchronous way are the following:

  • Establish times in the assignment where (usually at the end) the students have to present the work they have done.

  • Use live tools (e.g., shared documents) where the teacher can check what the students are doing after what they have been asked to do on the other side of the screen.

  • Generate spaces for debate, either in other video conference sessions or in the chat.

  • Create high points in the task, where all the students have to go through that point in order to complete it.

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