Innovation of Virtual Simulations to Support Experiential Learning Experiences in Higher Education

Audience Level: 
All
Institutional Level: 
Higher Ed
Streamed: 
Streamed
Special Session: 
Community College/TAACCCT
Leadership
Abstract: 

Experiential learning activities in a virtual setting create higher engagement with students in higher education settings. Virtual simulations built around synchronous or asynchronous formats promote student interactions. This presentation will cover the creation of a taskforce and how they implement these activities on a university campus. 

Extended Abstract: 

Higher education builds the baseline for the next generation of professionals. The expansion of virtual classrooms leads to higher student reach, and possibility for lower engagement. Simulations that are based in interactive synchronous or asynchronous activities create engagement.  This supports self-paced learning couples with reflection and promoting critical thinking skills with peers. Virtual simulations are also a protected space for students to challenge their personal biases and build understanding of situations they may be unfamiliar with. This presentation will provide an overview of the development and implementation of the Interpersonal Violence Education Taskforce (IPVE Taskforce) in higher education spaces, how to create similar programs, and the impact of utilizing virtual simulations. The IPVE Taskforce is interdisciplinary and focused on creating experiential learning activities related to issues of interpersonal violence for students across disciplines. Due to the pandemic, the Taskforce utilized the virtual platforms to deliver quality online experiential learning with interactive educational activities and simulations. These activities bring awareness, increase survivor empathy, improve bystander efficacy, and develop professional skills that lead to trauma-informed practices and safer outcomes for survivors.

Best practice would be experiencing one of the many experiential learning situations, to best visualize the student perspective. Having the audience work collectively as a group to work through a scenario that is pre-chosen creates interactivity. They are able to make decisions for the different outcomes for a majority of the activity, with the encouragement to make decisions based on the victims perspective. Virtually, this may be through the utilization of raised hands or polls. There will be a debrief section afterwards to include their opinions on the experience they went through and how they may find this beneficial. 

Conference Track: 
Instructional Technologies and Tools
Session Type: 
Education Session
Intended Audience: 
All Attendees