Posters and Online Posters

Poster sessions present preliminary results of works in progress or projects that lend themselves to visual displays and representations. These sessions allow for engagement in informal discussions about the work with interested delegates.

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The Perceived Impact of ePortfolio on Undergraduate Student Success

Online Poster
Misty LaCour,  Dena Aucoin,  Elizabeth Fitzgerald,  Joni Boone,  Laura Dees  

This poster presentation shares the details of a collaborative research study that explores the perceptions of undergraduate students and faculty regarding the effectiveness of ePortfolio in the online classroom. The research determines at what point in the program students begin using ePortfolio and the usefulness of ePortfolio in successfully completing their undergraduate degree. Further, faculty perceptions related to the impact of ePortfolio on student success are explored. The results of the study are used to develop training, professional development opportunities, and tools at the university level to better meet the needs of students and faculty in the use of ePortfolio in the online classroom.

KiVAKO - Developing and Diversifying National Language Reserve in Higher Education Institutions: Case Finland: KiVAKO - Developing and Diversifying National Language Reserve in Higher Education Institutions: Case Finland

Poster Session
Anne Siltala,  Anne Poutiainen  

English language skills and cultural competence are essential and necessary prerequisites in expert level positions. From a global viewpoint, English alone is insufficient, and the proficiency of other foreign languages is becoming increasingly important. In Finland, however, as the students proceed with their studies, studying other foreign languages decreases, thus reducing the national language reserve. With 26 universities and universities of applied sciences participating, the main objective of the KiVAKO (2018-2020) project is to develop the offerings of foreign language study paths in higher education institutions by combining and developing new ones both nationally and regionally. These study paths are constructed according to the Common European Framework of Reference for Languages from A1 to C1/2 with a strong focus on digital approach and digital pedagogy. In addition, a student self-assessment tool and networks for collaboration at the national level to support teacher pedagogical training and expertise will be developed. In order to ensure the permanence of the study paths created in the project, a rotation model will be established. KiVAKO is a higher education development project funded by the Ministry of Education and Culture.

Metabolism in Motion: Engaging Biochemistry Students with Storytelling and Gaming

Poster Session
Derek Ng,  Stavroula Andreopoulos  

Our project focuses on generating alternative biochemistry learning modalities using technologically enhanced tools, while motivating active learning and student understanding of the glycolytic and tricarboxylic acid cyclic (TCA) pathways in metabolism. Metabolism, including cellular respiration, encompasses a large lecture component of foundational biochemistry life science undergraduate courses. The difficulty in instruction lies in the conceptualization of the numerous enzymatic reactions involving various substrates and products. An understanding of the mechanisms at play can be overwhelming for students with respect to the volume of information, competing pathways involved, and regulation points within both metabolic systems. We created a 3D animation and a game that permit students to learn the fundamental concepts of glucose consumption, competing pathways involved in glycolysis and TCA, and the major points of regulation for both systems. Through survey feedback, we anticipate higher levels of student engagement and increased student confidence in the material, enabling students to access different entry points in this linear and cyclic pathway, while examining the production of essential energy producing molecules. The 3D animation and a video demonstrating the game are currently available at bit.ly/2oPMQvZ and bit.ly/2mX9r8W, respectively.

Telemental Health: The Effects and Innovations of Online Mental Health Counseling

Poster Session
James (Todd) Mc Gahey  

Governments, colleges, organizations and universities are employing new delivery systems for counseling patients and educating students. New technologies (e.g., Skype, cellular phones, social media) are providing new opportunities for communication. One such opportunity emerging for this communication is the delivery of behavioral/mental health services to patients. Patients that have barriers or challenges to traditional services. Some of these challenges may include living in a rural setting, poverty and time management. The importance of training mental health counselors to provide behavioral health services to undeserved and rural populations is examined. Models for online training between teacher and student, supervisor and supervisee, and mental health provider and patient are explored and identified.

Being Mindful in the Online Classroom : The Impact of an Online Mindfulness Curriculum on Student Well-Being

Online Poster
Lori Gray  

This poster provides an overview of an online mindfulness skills curriculum and presents student data related to self-reported impacts of mindfulness skills on stress levels, sleep quality, self-compassion, and general well-being. Data analyses comparing several student cohorts provide empirical support for the positive impact of this online mindfulness curriculum (which is offered as an academic course in a university program in Integrative Holistic Health and Wellness at a mid-sized university in the US). Mindfulness skills provide an opportunity for students to deepen their self-awareness, reflective thought, and a “taming of the mind." Contemplative mindfulness practices, such as sitting and walking meditation, body scan, and mindful movement allow students to self-reflect while engaging in the curriculum and the learning process. Further, mindfulness skills provide students the capacity to strengthen somatic awareness and self-regulation, which has associated impacts on wellness and a sense of well-being. Offering an online university curriculum in mindfulness skills has the potential to positively impact not only students’ academic skills, but teaches a lifelong mindfulness practice that supports health and well-being in emerging adult populations. Implications, precautions, future directions, and recommendations for successful online implementation will be recommended.

Information Literacy Gamification on Campus and in the Online Classroom: Creating Electronic Gaming Tools that Engage Students while Assessing Learning Outcomes

Online Poster
Kristen Cinar  

Gamification of online educational content has several benefits that lectures and text-based content often lack. Adding puzzles, a point system, and individual or group competition can prime the brain for improved learning outcomes thanks to an increase in focus, engagement, and active problem-solving using newly acquired research skills. These benefits often lead to higher memory retention, an extremely valuable perk in bibliographic instruction sessions that are often just one-shot opportunities, whether in the classroom or in an embedded environment with subject-specific courses. While on-campus students are often presented with opportunities to partake in enjoyable and informative programming, online students are seldom provided with activities that capture this same spirit of playful learning. Apart from these benefits, this poster will highlight a coding-free way to create a gamified activity that provides immediate assessment results to determine if students have achieved the intended learning outcomes. This visual presentation will complement information I've detailed in a number of book chapters about library gamification in academic libraries. Seeing these puzzles and playing with them in person will hopefully give those interested in this growing trend more confidence in creating similar activities in their libraries and online classrooms.

Digital Media

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