2. Objectives
• Introduce numerous possibilities to improve student engagement.
• Discuss and gain an appreciation for student learning styles.
• Garner support that education technology is not the ‘real’ game-changer.
• Demonstrate approaches to incorporate educational technology.
• Create an open dialog to discuss myths, facts, truths, and educational
paradigms.
3. ORU officially exceeded 5,000 students this
fall, setting an all-time enrollment
record. Six colleges within the university
offering 150 programs
Engineering, Nursing, Computer Science, Media, Education,
Communication, Pre-Med, Pre-Law,
4. ORU has been ranked by U.S. News & World Report
as:
#1 in Undergraduate Teaching
#2 in Most International Students
#3 in Best Value
#6 in Best College for Veterans
#7 in Best Regional Colleges in the West
5.
6.
7. Personal Belief – Teaching and Learning
Nothing will ever replace the value of a teacher who possesses
knowledge and expresses care -- and engages the heart, mind, and
interest of learners.
8.
9. Why doesn’t everyone desire to use technology
to enhance the learning outcomes and student
outcomes?
10. Results of Engagement with Seamless Tech and Processes
Category (2016) (2022)
Student engagement Unranked 5th in Nation
Placement of all students (employment) 88% 99.4%
Online Enrollment 385 1,205
Traditional Enrollment 3,460 5,020
Certificate Enrollment 300 6,200
Student Retention (measured Fall Freshman to Spring Freshman) 73% 92.6%
Student Satisfaction Survey 90% 99.4%
Faculty technology engagement 65% 95%
Access to immersive learning environments 40 600,000
Number of Countries Reached 89 126
Fund raising for education and technology and buildings $8M $190M+
24. Whole Person Humersive Learning
Immersive Aspect
• Augmented Reality
• Virtual Reality
• Smart spaces
• MQ Mirror/AI
• Smart Glasses etc.
Human Aspect
• Intellectual Intelligence (IQ)
• Emotional Intelligence (EQ)
• Spiritual Intelligence (SQ)
• Mirrored Intelligence (MQ)
+ WHOLE HUMERSIVE LEARNING
FOR THE WHOLE WORLD
=
25. Instantly Reaching around the World
To the frequency to/from the rest
of the world
From inside the frequency of the human
heart and mind
Intelligence
30. Personal Belief – Teaching and Learning
Nothing will ever replace the value of a teacher who possesses
knowledge and expresses care -- and engages the heart, mind, and
interest of learners.
33. Smart Mobile Access
The Complete Student Record and
Student Experience
Students and systems must
Co-exist in a intelligently
designed manner
Intelligent
Choices
Uninterrupted
Service
Predictive
With Self-Service
Student Information
System
Learning Management
System
Facilities
Classrooms
F
E
D
A
B
C
Systems
Most Higher
Education systems
are fundamentally
20-40 Years old
Vote with their feet
Can smell and taste
a good campus
experience
Students
34. Virtual Reality Education System (VRES)
A Micro-innovation for the future SmartCampus
All Programs
All Realities
All Devices
Integrated
Across All
Systems
Augmented, Virtual, Panoramic, 360
Degree, Blended, Avatars, etc.
Taking all Realities in Educational Media
and making them seamless, accessible,
and searchable across all online programs
and courses.
Allowing all new realities to be used on all
personal, group, and classroom devices
Integrated
Across all
Emerging
Technologies
Pathway to future success leveraging all
technologies in a unified manner.
LMS, Student Information System, Career
Planning, Customer Relations System
Filter by
Level 3
Level 2
Level 1
CRM
37. AVR
May include
360 videos
and images
for discovery
May include
googles or may
not include
googles
May be hands
free visual
environments
mirrored in
classrooms
May include
tactile
hands-on
engagement
1 3
2 4
Augmented and Virtual
Reality Continue to Expand
in many realities and
immersions
39. “The potential for VR to help us understand
and transform ourselves and the world around
us is limitless. It is crucial that the VR industry
comes together in these formative years to
fully leverage this potential for social good,”
~ Forbes
The Potential
40. The Global Learning Center
Michael L. Mathews
Flipping
the University
around the world
41. 41
Definitions – Flipped Classroom
Flipped classroom is an instructional
strategy and a type of blended learning
that reverses the traditional learning
environment by delivering instructional
content, often online, outside of
the classroom. It moves activities,
including those that may have
traditionally been considered homework,
into the classroom.
42. 42
Definitions – Flipped University
Flipped University is an educational model
that leverages the best of ‘fluid’ technology,
and education to meet the needs of a ‘fluid’
world from one central location.
OneCampus™ that is flipped around the
world for the betterment of humanity.
About Oral Roberts University About the Global Learning Center
43. No more bricks in the
walls of education
ing into Orphanages
REMOVING THE BARRIERS AND BRICKS AND
45. No more
bricks in
the walls
of global
education
ing into Pakistan Graduation Services
46. Allowed 100% of ORU Faculty and Staff to Just Do
It
47,201 Virtual Classroom Sessions
16,698,799 Recorded Classroom Minutes
262,161 Attendees
145 Nations
Reached
0 Downtime/Interruptions
49. The business case (narrative)
There is a fundamental disconnect between the wealth of digital data available to us
and the physical world in which we apply it. While reality is three-dimensional, the
rich data we now have to inform our decisions and actions remains trapped on two-
dimensional pages and screens. This gulf between the real and digital worlds limits
our ability to take advantage of the torrent of information and insights produced by
billions of smart, connected products (SCPs) worldwide.
Augmented reality, a set of technologies that superimposes digital data and images
on the physical world, promises to close this gap and release untapped and uniquely
human capabilities. Though still in its infancy, AR is poised to enter the mainstream;
according to one estimate, spending on AR technology will hit $60 billion in 2020. AR
will affect companies in every industry and many other types of organizations, from
universities to social enterprises. In the coming months and years, it will transform
how we learn, make decisions, and interact with the physical world. It will also
change how enterprises serve customers, train employees, design and create
products, and manage their value chains, and, ultimately, how they compete.
Source: Harvard Business Review; Dec 2017 - https://hbr.org/2017/11/a-managers-guide-to-augmented-reality
50. Higher Education Case Study 1
Serving Students with AR and VR
Video Sample of 2017 Campus Technology Award
Link to Article
Source: https://campustechnology.com/articles/2018/03/20/serving-
students-with-ar-and-vr.aspx
51. “Estimate that 80% of
students have used
AR/VR in their
personal life; yet only
20% of higher
education has
incorporated it.”
Colleges have evolved over time due to the
breakthrough in technology. With the invention and
progression of virtual reality (VR), students in higher
education can now experience, practice, and learn
subjects by being immersed into the VR environment.
Higher Education Case Study 2
Source: https://er.educause.edu/blogs/sponsored/2018/5/virtual-reality-in-
higher-education
52. “After making the
decision to dive into
virtual reality with a
focus on student
learning outcomes, CSU
Channel Islands faculty
have seen very
promising results.”
Higher Education Case Study 4
Source: https://er.educause.edu/blogs/2018/6/student-learning-and-virtual-
reality-the-embodied-experience
64. Perspective
• 1970s – 1990s; IBM, Apple, Microsoft were vying for the personal
computer space. They each had a few hundred million dollars. They all
ended up winning in various ways and influenced the world as we
know it.
• 2015 – 2021; Apple, Microsoft, Facebook, Amazon are all playing in the
immersive learning/metaverse space. The difference is they all have a
few trillion dollars and have proven this space.
• Roblox is at 220 million users – ages 6 – 16.
Important notes:
The Global Elite award Top 30 Transformers award and 150 will be announced this week. The 150 Wednesday, Sept 7 and Thursday the 8th.
Six of the seven awards were won without being members of these associations. The seventh award not shown due to room, but was three awards from the Oklahoma Board of Regents for the GLC – VR programming. Not being members saved ORU $45K in membership fees.
2017 Constellation Research Elite 150 List (Only 4 Universities in the world selected (University of Texas, Western Governors, Thomas Jefferson U. and ORU.
2017 Campus Technology Award – Futurist award for Student Systems and Services. Global Award, other Winners George Washington U., John Hopkins, Perdue
2017 USDLA Innovation Award – United States Distance Learning Association. This award gets us presented an award and as key presenter at #3.
2017 World Conference on Open Learning and Distance Education – Oct 2017, Toronto. This is invite only award.
2017 Center for Digital Education – Awarded one of Top 30 innovators in global K12 and Higher Education. Already won, official award to be given on Sept 7, 2017.
2017 Dr. Wayne Brown IT Leadership Award. Won top position over #2 UW Wisconsin and #3 Centre College, KY
2016 EDUVENTURES Award
18 published articles on GLC and Augmented and Virtual Reality