How our university improved student retention by 5 percent

ecampusnews | January 04, 2019

How our university improved student retention by 5 percent
As a student, choosing a college is a significant decision that has a lifelong impact, personally and professionally. Many factors come into play: the campus experience, available academic programs, cost, sports and athletic opportunities, residences, and word-of-mouth referrals.Once a selection is made and the student enrolls, many of these same factors will also determine how students perceive their college experience. Living conditions, their roommate, how they finance their education, the groups they’re involved in, and the friends they meet, all shape student success and that’s a perennial challenge for administrators charged with improving retention rates.As vice president for academic administration at Gannon University in Erie, Pennsylvania, making sense of the vast array of data that we know about students is critical to our objective of closing the student retention gap and developing programs that provide encouragement, coaching, and advice to those who exhibit the earliest signs of dropout risk.

Spotlight

VR for education and training got much easier this week with the release of the Oculus Quest. No wires, and no PC required for a full VR experience. This is such exciting news for organizations looking to add VR without the hassle of first generation systems.

Spotlight

VR for education and training got much easier this week with the release of the Oculus Quest. No wires, and no PC required for a full VR experience. This is such exciting news for organizations looking to add VR without the hassle of first generation systems.

Related News

Akholi to Launch Universal Education Platform, Delivering Cost Effective Education to All Children in the World

Akholi | July 07, 2020

New technologies such as artificial intelligence, automation, and robotics will make most jobs that do not require an education obsolete over the next 20 years. Billions of young people around the world do not have access to the education they need to get a job in this future world.The lack of access to education is not a problem specific to developing and emerging markets. Entire communities across the United States do not have access to the right job skills training and additional education they need to compete. In Detroit alone, up to 47% of all adults are functionally illiterate. Unless we take aggressive steps now, communities around the world will be left even further behind.Today, Akholi is launching a crowdfunding campaign to raise the money needed to expand cost-effective education to every person in the world, regardless of location or circumstance. Money raised will be used to expand Akholi's current global education platform (Jagora Learning Platform) and add additional curriculum to the existing library of over 1,200 courses.

Read More

EDUCATION TECHNOLOGY

MathWorks and edX Announce New MATLAB Course Offering

MathWorks | December 01, 2021

MathWorks, the leading developer of mathematical computing software for engineers and scientists, in partnership with edX, the leading global online learning platform, today announced the availability of MATLAB Essentials, an introductory course on the widely used programming environment, through edX. Registration for the course is now open at www.edx.org/course/matlab-Essentials. MATLAB Essentials was created as an introductory course for students and professionals who need to learn MATLAB® to advance their education or careers. Millions of engineers and scientists worldwide use MATLAB to build advanced applications in machine learning, deep learning, signal processing, communications, image processing, and control systems. Students of the course will master the essentials of MATLAB to perform data visualization, data analysis, programming, and app design interactively with minimum time writing code. The course takes approximately four weeks and, upon completion, learners will be able to process, analyze, and visualize data collected nearly everywhere in today's digital world. Additionally, the course will give participants the skills needed to prepare for the MathWorks Certified MATLAB Associate exam. Certification verifies valuable transferable skills to help accelerate academic and professional growth. “Growth in the high technology industry due to Industry 4.0 continues to accelerate, and that means even greater demand for workers with foundational programming skills like MATLAB,” said Anant Agarwal, edX Founder and MIT Professor. “Partnering with MathWorks to bring this essential course to our community of 40 million learners means more people will have access to this career-relevant knowledge, giving them a leg up in the competitive job market.” “MathWorks is committed to accelerating engineering and scientific education, and opening access to MATLAB for learners everywhere. edX is renowned for its high caliber curriculum and user-friendly platform, and this course provides a strong foundation for those looking to develop MATLAB skills. We look forward to offering additional learning content through edX in the future.” Craig Santos, Director of Training Services for MathWorks About edX edX is the education movement for restless learners and a leading global online learning platform from 2U, Inc. (Nasdaq: TWOU). Together with the majority of the world’s top-ranked universities and industry-leading companies, we bring our community of over 40 million learners world-class education to support them at every stage of their lives and careers, from free courses to full degrees. And we're not stopping there — we're relentlessly pursuing our vision of a world where every learner can access education to unlock their potential, without the barriers of cost or location. About MathWorks MathWorks is the leading developer of mathematical computing software. MATLAB, the language of engineers and scientists, is a programming environment for algorithm development, data analysis, visualization, and numeric computation. Simulink is a block diagram environment for simulation and Model-Based Design of multidomain and embedded engineering systems. Engineers and scientists worldwide rely on these products to accelerate the pace of discovery, innovation, and development in automotive, aerospace, communications, electronics, industrial automation, and other industries. MATLAB and Simulink® are also fundamental teaching and research tools in the world’s universities and learning institutions. Founded in 1984, MathWorks employs more than 5,000 people in 16 countries, with headquarters in Natick, Massachusetts, USA.

Read More

Microsoft’s "Minecraft" is for learning 50 million downloads of free education content.

Microsoft | May 21, 2020

Minecraft,” the Microsoft-owned game known for its user-driven content has been at the forefront of mainstream games that utilize educational content. Much of this content, which was at first fueled by educators in the “Minecraft” community before Microsoft brought it in-house. Minecraft: Education Edition” has for the last few years played host to virtual curricula that have allowed students to visit and learn about global monuments. Minecraft, the Microsoft-owned game known for its user-driven content, creative use of blocks and monsters that come out at night, has been at the forefront of mainstream games that utilize educational content. The studio’s “Minecraft: Education Edition” has for the last few years played host to virtual curricula that have allowed students to visit and learn about global monuments, sharpen math skills, understand coding or take puzzle-filled explorations to places as varied as the human body or a NASA-approved jaunt into the International Space Station. Much of this content, which was at first fueled by educators in the “Minecraft” community before Microsoft brought it in-house in 2016, had previously been available only to schools and teachers and worked in tandem with Microsoft educational accounts. In March, however, Microsoft made an assortment of “Minecraft’s” popular educational tools available for free, with easier access for all players via the “Minecraft Marketplace.” And players have flocked to it. Microsoft reports that there have been more than 50 million downloads globally of educational content since it was made available for free March 24. It’s further evidence that virtual worlds are not just places to play or escape but vessels to learning, connecting or even taking part in digital events. Just this weekend, for instance, “Minecraft” was home to a mock commencement ceremony for UC Berkeley, which featured remarks from Chancellor Carol T. Christ alongside musical performances. It was one of many “Minecraft” graduation ceremonies happening around the globe. Learn more: GOOGLE LAUNCHED READ ALONG, AN AI ANDROID APP HELPING KIDS IMPROVE READING SKILLS . “Microsoft reports that there have been more than 50 million downloads globally of educational content since it was made available for free March 24. It’s further evidence that virtual worlds are not just places to play or escape but vessels to learning.” ~ Microsoft Says The UC Berkeley event, said Helen Chiang, the studio head at “Minecraft” developer Mojang Studios, happened organically. When viewed alongside more commercially minded endeavors, such as rapper Travis Scott unleashing a single in “Fortnite” via an interactive experience that attracted more than 27 million participants, this pandemic moment is arguably accelerating an entertainment and cultural landscape in which persistent and evolving virtual worlds don’t just live alongside content crafted by traditional media gatekeepers but become equally as vital. “Minecraft: Education Edition” has for the last few years played host to virtual curricula that have allowed students to visit and learn about global monuments, sharpen math skills, understand coding or take puzzle-filled explorations to places as varied as the human body or a NASA-approved jaunt into the International Space Station.” How it all evolves is something of an unknown, as evidenced by the fact that “Minecraft’s” own educational suite was birthed via the game-playing community rather than with the company behind it.“The example right now of universities and college campuses,” says Chiang, discussing “Minecraft” graduations at schools around the globe, “it actually would have been really difficult for us to re-create all these colleges. The fact that we have a tool that passionate Berkeley students can go build their campus, and passionate MIT students can build their campus, that’s where the magic happens. It is not that we do all of these things.” While no one knows yet how the gaming audience will shift when the world begins to emerge from the grips of COVID-19, it’s become clear that interactive entertainment is uniquely positioned for this moment. Almost daily we discover inventive tactics that users are wielding — not just via “Minecraft” or “Fortnite” but also “Animal Crossing,” Nintendo’s friendly, task-filled game that has become a coronavirus-era phenomena.“Minecraft,” which is turning 11 and is considered by many to be the top-selling game of all time, has now sold more than 200 million copies, says Chiang, and boasts 126 million active monthly players. In April alone, the game saw a 25% increase in new users over the previous month. People are also playing together — “Minecraft’s” multiplayer sessions surged 40% in April. While “Minecraft’s” popularity has never been in doubt, as Mojang Studios gets deeper into the game’s second decade, the company has been looking to expand the “Minecraft” brand. Mojang recently released the augmented-reality mobile game “Minecraft Earth” and on May 26 will issue the hack-and-slash game “Minecraft Dungeons” across multiple platforms. Learn more: EDTECHS DESIGNED THE BEST APPLICATION OF VOICE TECHNOLOGY IN AWS CHALLENGE. WHICH GETS YOUR VOTE?

Read More