Prospects for post-pandemic higher education

Authors

  • Herberth Iván Roller Universidad de Lima, Lima, Perú.

DOI:

https://doi.org/10.26439/en.lineas.generales2022.n008.5993

Keywords:

higher education, flipped classes, videos, virtual and augmented reality, motivation, pandemic, TIC

Abstract

This article addresses the positive effects of the coronavirus pandemic on higher education. The pandemic has wreaked havoc on the world’s economies, but new opportunities have arisen for education. Among the outstanding achievements of recent years, we note the increase in the use of information and communication technologies (ICT) and a greater approach to flipped learning. In addition, as students were affected by the pandemic, teachers had to reinforce their soft skills to motivate and guide them. Including virtual and augmented reality as teaching material in higher education has also sparked teachers’ interest. Based on this experience, we consider that many of these changes will be maintained in the future. The projects evaluated so far conclude that this benefits the learning process.

Downloads

Download data is not yet available.

Author Biography

  • Herberth Iván Roller , Universidad de Lima, Lima, Perú.

    Ingeniero industrial de la Pontificia Universidad Católica del Perú. Tiene estudios de maestría en la Universidad del Pacífico (egresado de la maestría de Administración) y Case Western Reserve University (MBA y MSM-Information Systems). Adicionalmente tiene un diplomado en márketing de la PUCP y de Narrativa Creativa del CC PUCP. Tiene amplia experiencia laboral en el área de gestión empresarial; principalmente en sistemas de información, comercial y desarrollo de proyectos. Actualmente se dedica a la docencia y a la investigación. Ha colaborado en la revista Pie de Página (Universidad de Lima) y también ha con la revista Tecnología Minera, para la cual escribió varios artículos económicos.

References

Allcoat, D. & von Mühlenen, A. (2018). Learning in virtual reality: effects on performance, emotion and engagement. Research in Learning Technology, 26. https://doi.org/10.25304/rlt.v26.2140

Barcos Arias, I. F. B., Ochoa, N. V. V. & Farías, G. K. A. (2021). Perfil del docente del siglo xxi y sus desafíos. Revista Conrado, 17(S2) (pp. 410-420). https://conrado.ucf.edu.cu/index.php/conrado/article/view/2034

Bax, S. (2011) Digital education: beyond the ‘wow’ factor in digital education in Thomas, M. Digital education: opportunities for social collaboration. Palgrave Macmillan. https://doi.org/10.1057/9780230118003_12

Boyles, B. (2017). Virtual reality and augmented reality in education. Center For Teaching Excellence, United States Military Academy, West Point, Ny. https://www.westpoint.edu/sites/default/files/inline-images/centers_research/center_for_teching_excellence/PDFs/mtp_project_papers/Boyles_17.pdf

Domínguez, L. C., Vega, N. V., Espitia, E. L., Sanabria, Á. E., Corso, C., Serna, A. M. & Osorio, C. (2015). Impacto de la estrategia de aula invertida en el ambiente de aprendizaje en cirugía: una comparación con la clase magistral. Biomédica, 35(4) (pp. 513-521). https://doi.org/10.7705/biomedica.v35i4.2640

Fernández-Berrocal, P. & Ruiz, D. (2008). Emotional intelligence in education. http://repositorio.ual.es/bitstream/handle/10835/538/Art_15_256_eng.pdf?sequence=1

López-Torres, A. M., Mancho de la Iglesia, A. C. & Sein-Echaluce Lacleta, M. L. (2021, October). Teachers’ expectations regarding the creation and use of audiovisuals materials. In Ninth International Conference on Technological Ecosystems for Enhancing Multiculturality (TEEM’21) (pp. 243-247). https://doi.org/10.1145/3486011.3486454

Maddox, T. & Fitzpatrick, T. (2019). The promise of virtual reality in health-care education and training: it’s all in the neuroscience. Digital Medicine, 5(4), (p. 133). https://doi.org/10.4103/digm.digm_26_19

Meier, C., Saorín, J., de León, A. B. & Cobos, A. G. (2020). Using the roblox video game engine for creating virtual tours and learning about the sculptural heritage. International Journal of Emerging Technologies in Learning (iJET), 15(20) (pp. 268-280). https://doi.org/10.3991/ijet.v15i20.16535

Neuwirth, L. S., Jović, S. & Mukherji, B. R. (2021). Reimagining higher education during and post-COVID-19: Challenges and opportunities. Journal of Adult and Continuing Education, 27(2) (pp. 141-156). https://doi.org/10.1177/14779714209477

Pericles ‘asher’ Rospigliosi (2022) Metaverse or Simulacra? Roblox, Minecraft, Meta and the turn to virtual reality for education, socialisation and work. Interactive Learning Environments, 30(1) (pp. 1-3). https://doi.org/10.1080/10494820.2022.2022899

Roda-Segarra, J., Mengual Andrés, S. & Martínez-Roig, R. (2022). Using virtual reality in education: a bibliometric analysis. http://dx.doi.org/10.54988/cv.2022.1.1006

Teliz, E. G. & Ramírez, A. S. (2020). Experiencias tecnopedagógicas en la gestión de cursos en línea durante la COVID-19. Transdigital, 1(2). https://doi.org/10.56162/transdigital41

UNESCO (2019) Marco de competencias de los docentes en materia de TIC. https://es.unesco.org/themes/tic-educacion/marco-competencias-docentes

Published

2022-12-14

Issue

Section

Dossier: Pandemia, Pospandemia: Pensar la educación

How to Cite

Roller , H. I. . (2022). Prospects for post-pandemic higher education . En Líneas Generales, 8(008), 21-32. https://doi.org/10.26439/en.lineas.generales2022.n008.5993