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

Module 5: How to promote social interactions in distance learning

As we have seen in the previous module, the practice of collaborative learning can have many benefits and can also be implemented through various methods, but what happens when we are dealing with collaborative learning in an online environment?

When we think of collaborative learning, it comes to mind that learners have the opportunity to interact with the content and help each other to solve problems and thus generate new content that helps them to progress.

In addition, the socio-cultural environment of the learners means that this interpersonal communication generates the growth that teachers seek for learners, thus providing the basis for learners to transfer the knowledge they learn in the classroom to the real world.

In this context, how can we effectively promote social interactions within the context of online collaborative learning?

Well, one of the keys to trying to achieve this goal is student interaction. This is precisely one of the risks of online learning that teachers establish a monologue in their class, cutting off interactions between teachers and students. The idea is to encourage discussion among students.

To do this, we must bear in mind that the choice of task is key. Knowing where the students are, where we want to get to, how they are going to be monitored, and what is expected of them is fundamental to generating these interactions.

Based on this, we must adapt our digital resources so that this objective is achieved. One of the main objectives will be to generate spaces for debate so that students can interact and be involved in learning.

We can do this in the following way:

  1. Establish a joint meeting with the students to discuss and share the learning objectives to be achieved in the session.

  2. Establish timeframes for what is to be done and scaffold this task (using rubrics, prompts, checklists, etc.).

  3. Establish different meeting rooms (break-out rooms) where students will go with their group or pair to work.

  4. The teacher will frequently pass by these rooms where the students are to resolve doubts, monitor progress, etc.

  5. Finally, they will return to the group meeting to discuss what has been done and where each pair is at, thus giving visibility to what each one has done and sharing learning ideas.

This is a way of establishing or generating spaces for discussion within an online context that can foster social relations.

Other recommendations to promote these interactions are (Haythornthwaite, 2019):

  • Moderate group norms, setting some and allowing others to emerge.

  • Encourage and emphasize good communication behaviors.

  • Establish social and technical means of synchronous or asynchronous (as in the example above).

  • Provide means for faster feedback. For example, have students critique each other's work in private rooms at set times.

  • Create a public discussion space for students to get to know each other and share their likes and dislikes (e.g. free discussion forums that are not necessarily related to class content).

  • Combine public and private discussion spaces. Establish a balance between formal and informal.

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Last updated 1 year ago