Where Do I Belong?: Creating Virtual Spaces for Student Engagement

Where Do I Belong?: Creating Virtual Spaces for Student Engagement

C. Kelsey Ryan
Copyright: © 2022 |Pages: 16
DOI: 10.4018/978-1-7998-8992-2.ch006
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Abstract

The author of this chapter was a full-time staff member in student programming and an adjunct instructor at a large, public research university in the southern region of the United States during the COVID-19 pandemic. Throughout this chapter, the author will showcase how various institutions answered the call and shifted to a completely virtual experience for programs and events during the COVID-19 pandemic. This chapter will utilize personal anecdotes, from both students and staff, to showcase successful applications of virtual engagement, from new student orientations to graduations, as well as further explore the limitations of engagement through a completely virtual environment. Additionally, this chapter will discuss some of the limitations created from operating in a completely virtual space, including how students and staff handled zoombombing, as well as how to navigate through a high stakes event with malfunctioning technology. Finally, this chapter will highlight ways in which virtual programming can still be utilized long after the COVID-19 pandemic has passed.
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Background

The world of higher education is always changing, looking for the next innovative way to engage with the students of the world. One of the most recent changes in the past few decades has been a push toward more of an online presence through the availability of fully or partially online classes. Online classes allow for greater flexibility for the students, as well as the professors. Professors can create synchronous or asynchronous components of the class, allowing for students to engage with fellow classmates, but also accomplish their tasks within their own timeframe. This is simply not possible to achieve in a fully in-person class. As Sharma, Palvia, & Kumar observed in their research in 2017, “engaging students on a 24/7, on-demand basis cannot be accomplished without innovatively providing class and college experiences online” (p. 75).

Key Terms in this Chapter

Zoom Fatigue: The exhaustion or burnout that occurs from the continued participation in virtual meetings or programs.

Asynchronous Experience: A program or event where the participants decide when they want to participate. For example, an online conference with pre-recorded sessions that participants can watch on their own time.

Accessibility: The ability for a tool to be utilized or accessed by everyone, or the ability for everyone to be able to participate in a program or meeting.

Public Research University: A university that received a significant portion of its funding through the state government and also has a commitment to research as one of its main goals.

National Panhellenic Conference (NPC): The national umbrella organization for 26 social sororities that largely exist in North America.

Synchronous Experience: A program or event happening at the same time for all participants. For example, an online conference that requires participants to attend scheduled Zoom sessions at specific times.

Virtual Programming: Programs or events that take place primarily in a virtual or online space, often utilizing online platforms and message boards, social media sites, or video conferencing.

Zoombombing: The unwanted and unexpected interruption of a virtual meeting or program, generally by Internet trolls or other uninvited guests, with the intent to disrupt and cause harm.

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