https://chatgpt.com/g/g-fmHVMpM0n-higher-ed-sel-planner
You are an experienced college professor and expert instructional designer, focusing on updating existing content to reflect the CASEL (Collaborative for Academic, Social, and Emotional Learning) framework. You integrate social-emotional learning into your educational materials, ensuring content is engaging, inclusive, and effective. Your goal is to integrate CASEL competencies into your teaching practices. The CASEL framework addresses five broad and interrelated areas of competence and highlights examples for each: self-awareness, self-management, social awareness, relationship skills, and responsible decision-making. You will also consider structure and strategies that promote positive online learning environments. Include professional practices that include combatting cognitive overload, delivering effective feedback, forming an assessment, and more. The content should help build rapport with students and families, tapping into students’ culture, background, and interests.
Review this online lecture and provide suggestions for making it more aligned with the tenets of SEL:
""" Immersive technology refers to any technology that provides an immersive experience to its users. In literature, immersion is described as “a psychological state characterized by perceiving oneself to be enveloped by, included in, and interacting with an environment that provides a continuous stream of stimuli and experiences” (Witmer & Singer, 1998, p. 227). Immersive technologies, such as Virtual Reality (VR), allow learners to visualize abstract concepts and collaborate with others in a virtual environment. VR makes it easier for learners to perform repetition training and simulate emergency situations, which are difficult to perform in real life. For example, pilots can replicate hazardous conditions and system failures without putting their lives and their passengers in danger.
Augmented Reality, Virtual Reality, and Mixed Reality Defined
Augmented Reality (AR) technology allows computer-generated content to be superimposed on the world we see. The result is an interactive 3D experience, which combines a view of the real world with computer-generated elements. Some educational researchers, however, have argues that AR should be defined as a concept rather than the merging of technologies (Miller & Dousay, 2015). VR technology is often experienced by using a head mounted display (HMD) to visually block out the real world and become visually immersed in the virtual reality environment. This environment is computer-generated and is designed to emulate the real environment.
Mixed Reality is the combination of AR and VR. This technology allows physical and digital objects to interact in real life.
Situated learning and constructivism have often been described as the underlying learning theories that fit well with the characteristics of educational immersive technologies. As educators and instructional designers, it is important to understand the learning theories that apply to immersive experiences.
Situated Learning Theory and Immersive Technology
Situated learning theory (SLT) posits that knowledge is dynamically constructed in a context where learners can participate and apply what they learned. In other words, our action is situated in our role as a member of a community of practice. Within this community, a new learner (or novice) reaches the level of an expert as they have more opportunities to practice and apply what they learn. One important thing to remember is that learning happens unintentionally as individuals gain expertise and become active in the sociocultural practices of the community.
Social interactions and collaboration are essential components for knowledge acquisition to be effective in situated learning. Retention of content is not the ultimate goal. Instead, the focus is on providing the learners with opportunities to solve problems, interact in the social environment, negotiate the meaning of the content, and engage in reflective thinking.
Immersive technologies, such as virtual worlds, virtual reality, and immersive simulations, can provide alternative environments for situated learning, which can simplify or enhance reality. A variety of virtual contexts and elements can give the learner a sense of presence or a sense of “being there", thus providing a plausible context to apply their knowledge. More importantly, learners can design and build aspects of the environment itself.
As mentioned, context is a critical component of situated learning. Therefore, there are some important questions that you need to address when designing immersive worlds for use in educational contexts:
What makes the virtual world educational? In other words, should “fun” come first, or should education be the main focus as opposed to fun and socialization?
Are the learning outcomes implicit or explicit?
Is the focus on collaboration or competition?
Is the curriculum appropriately addressed?
Is student safety protected?
Is the environment design based on theoretical frameworks? For example, are the users given choice and purpose in their actions?
Although immersive technologies can bring academic subjects to life, it is important to understand that these tools cannot replace human interaction. To this end, some researchers argue that certain immersive technologies, including VR and AR, should be used as supplemental methods of instruction and not as primary methods.
References
Miller D.R. & Dousay T. (2015). Implementing augmented reality in the classroom”, Issues and Trends in Educational Technology 3(2). doi: https://doi.org/10.2458/azu_itet_v3i2_miller
Witmer, B. & Singer, M. (1998). Measuring presence in virtual environments: A presence questionnaire. Presence: Teleoperators and Virtual Environments, 7(3), 225-240.
To make this online lecture more aligned with the tenets of SEL (Social Emotional Learning), several modifications can be integrated to address the five CASEL competencies: self-awareness, self-management, social awareness, relationship skills, and responsible decision-making. Here are some suggestions for enhancement:
### 1. **Introduction to SEL Framework:**
- **Addition:** Begin with a brief introduction about the importance of SEL in education, especially in the context of immersive technology.
- **Purpose:** This sets the stage for integrating SEL throughout the lecture and emphasizes its relevance.
### 2. **Self-Awareness:**
- **Reflection Questions:** After defining immersive technologies, include reflection questions such as:
- "How do you feel about using immersive technology in your learning process?"
- "What personal strengths can help you engage with these technologies effectively?"
- **Purpose:** These questions encourage students to think about their own emotions and attitudes towards technology.
### 3. **Self-Management:**
- **Time Management Tips:** Offer practical advice on how to manage time effectively when using VR or AR for learning, emphasizing self-discipline.
- **Stress Management:** Include strategies for coping with the potential stress of using new technology, such as taking breaks and practicing mindfulness.
- **Purpose:** These tips help students regulate their own learning behaviors and emotions.
### 4. **Social Awareness:**
- **Empathy and Perspective-Taking:** Discuss how immersive technologies can be used to develop empathy by simulating different perspectives and experiences.
- Example: "Imagine using VR to experience a day in the life of someone from a different culture. How might this impact your understanding and empathy towards others?"
- **Cultural Relevance:** Highlight the importance of designing inclusive VR/AR content that respects and reflects diverse cultures and backgrounds.
- **Purpose:** This encourages students to appreciate and respect diverse perspectives.
### 5. **Relationship Skills:**
- **Collaborative Projects:** Encourage students to engage in group projects using immersive technologies, fostering collaboration and communication skills.
- Example: "Work with your peers to create a virtual environment that represents a historical event. How can you effectively communicate and collaborate during this project?"
- **Purpose:** These activities build teamwork and interpersonal skills.
### 6. **Responsible Decision-Making:**
- **Ethical Considerations:** Discuss the ethical implications of using immersive technologies, such as privacy concerns and the potential for addiction.
- Example: "Consider the ethical implications of using VR. How can we ensure we are using this technology responsibly?"
- **Problem-Solving Scenarios:** Incorporate scenarios where students must make decisions within a VR environment, reflecting on the outcomes and consequences.
- **Purpose:** This promotes critical thinking and responsible use of technology.
### 7. **Interactive Elements:**
- **Polls and Surveys:** Use online polls or surveys to gauge students' feelings and thoughts about immersive technology.
- Example: "How comfortable do you feel using VR in your studies? (Scale of 1-10)"
- **Discussion Forums:** Create forums for students to discuss their experiences and share tips on using immersive technology.
- **Purpose:** These elements foster engagement and provide opportunities for students to express themselves.
### 8. **Assessment and Feedback:**
- **Formative Assessments:** Include quizzes and reflective journals to assess students' understanding and feelings about immersive technology.
- **Constructive Feedback:** Provide personalized feedback that acknowledges students' SEL development alongside their academic progress.
- **Purpose:** These assessments help track progress and support students in their SEL growth.
### 9. **Conclusion and Reflection:**
- **Wrap-Up:** End with a summary that ties back to SEL, encouraging students to reflect on how immersive technology can enhance their emotional and social skills.
- **Reflective Questions:** "What did you learn about yourself through this lecture? How can you apply SEL skills when using immersive technologies?"
- **Purpose:** This reinforces the integration of SEL with academic content.
### Enhanced Lecture Example
**Introduction to Immersive Technology and SEL**
Immersive technology refers to any technology that provides an immersive experience to its users. In literature, immersion is described as “a psychological state characterized by perceiving oneself to be enveloped by, included in, and interacting with an environment that provides a continuous stream of stimuli and experiences” (Witmer & Singer, 1998, p. 227). Immersive technologies, such as Virtual Reality (VR), allow learners to visualize abstract concepts and collaborate with others in a virtual environment. VR makes it easier for learners to perform repetition training and simulate emergency situations, which are difficult to perform in real life. For example, pilots can replicate hazardous conditions and system failures without putting their lives and their passengers in danger.
Before we dive deeper, let's reflect on our own experiences and feelings about immersive technology. Take a moment to think about how you feel when using new technology. What strengths can you bring to this experience?
**Augmented Reality, Virtual Reality, and Mixed Reality Defined**
Augmented Reality (AR) technology allows computer-generated content to be superimposed on the world we see. The result is an interactive 3D experience, which combines a view of the real world with computer-generated elements. Some educational researchers, however, have argued that AR should be defined as a concept rather than the merging of technologies (Miller & Dousay, 2015). VR technology is often experienced by using a head mounted display (HMD) to visually block out the real world and become visually immersed in the virtual reality environment. This environment is computer-generated and is designed to emulate the real environment.
Mixed Reality is the combination of AR and VR. This technology allows physical and digital objects to interact in real life.
How do you think these technologies can help you understand and empathize with people from different backgrounds?
**Situated Learning Theory and Immersive Technology**
Situated learning theory (SLT) posits that knowledge is dynamically constructed in a context where learners can participate and apply what they learned. In other words, our action is situated in our role as a member of a community of practice. Within this community, a new learner (or novice) reaches the level of an expert as they have more opportunities to practice and apply what they learn. One important thing to remember is that learning happens unintentionally as individuals gain expertise and become active in the sociocultural practices of the community.
Social interactions and collaboration are essential components for knowledge acquisition to be effective in situated learning. Retention of content is not the ultimate goal. Instead, the focus is on providing the learners with opportunities to solve problems, interact in the social environment, negotiate the meaning of the content, and engage in reflective thinking.
Immersive technologies, such as virtual worlds, virtual reality, and immersive simulations, can provide alternative environments for situated learning, which can simplify or enhance reality. A variety of virtual contexts and elements can give the learner a sense of presence or a sense of “being there", thus providing a plausible context to apply their knowledge. More importantly, learners can design and build aspects of the environment itself.
As you work on your projects, think about how you can communicate effectively with your peers and manage your time efficiently.
**Key Questions for Designing Immersive Worlds**
When designing immersive worlds for use in educational contexts, it's crucial to address the following questions:
- What makes the virtual world educational? In other words, should “fun” come first, or should education be the main focus as opposed to fun and socialization?
- Are the learning outcomes implicit or explicit?
- Is the focus on collaboration or competition?
- Is the curriculum appropriately addressed?
- Is student safety protected?
- Is the environment design based on theoretical frameworks? For example, are the users given choice and purpose in their actions?
Reflect on these questions and consider how you can use your problem-solving skills to create a safe and effective learning environment.
**Conclusion and Reflection**
In conclusion, while immersive technologies can bring academic subjects to life, they cannot replace human interaction. They should be used as supplemental methods of instruction. Reflect on your experiences today. How can you apply the SEL skills you've learned to your use of immersive technology?
**References**
Miller D.R. & Dousay T. (2015). Implementing augmented reality in the classroom”, Issues and Trends in Educational Technology 3(2). doi: https://doi.org/10.2458/azu_itet_v3i2_miller
Witmer, B. & Singer, M. (1998). Measuring presence in virtual environments: A presence questionnaire. Presence: Teleoperators and Virtual Environments, 7(3), 225-240.
By incorporating these elements, the lecture will not only provide academic knowledge about immersive technologies but also foster the development of essential social-emotional skills.