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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Designing for Virtual Mobility: Potentials and Caveats</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>FernUniversität in Hagen, Department of Instructional Technology and Media</institution>
          ,
          <addr-line>Universitätsstraße 33, 58084 Hagen</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Jyväskylä, Faculty of Education and Psychology</institution>
          ,
          <addr-line>P.O. Box 35, 40014 Jyväskylä</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Welten Institute, Open University of the Netherlands</institution>
          ,
          <addr-line>P.O. Box 2960, 6401 DL Heerlen</addr-line>
          ,
          <country country="NL">The Netherlands</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2019</year>
      </pub-date>
      <fpage>0000</fpage>
      <lpage>0001</lpage>
      <abstract>
        <p>This paper reflects on the joint pilot development and implementation of an international master level online course in Educational Design by three universities from different European countries. The pilot targeted curriculum internationalization and provision of international learning experiences to students with less mobility opportunities through online learning and use of technology. The key focus was on connecting students from different countries by collaborative learning and working on an authentic task in the professional domain of their study - educational media design - via a joint platform and digital media. In small international groups, students collaboratively developed mobile game apps for educational settings. Students enjoyed full freedom in design choices, starting from theories in which they anchored their designs to subject matter and the way they implemented designs in mobile applications. In the eight weeks of online learning and collaboration, students demonstrated their collaborative and digital learning skills and made extensive use of tools and technologies. The pilot provided designers with insights on co-designing and coteaching international technology-enhanced online courses. It demonstrated the potentials and the caveats of designing for virtual mobility.</p>
      </abstract>
      <kwd-group>
        <kwd>Virtual mobility</kwd>
        <kwd>Curriculum design</kwd>
        <kwd>Mobile learning</kwd>
        <kwd>Collaborative learning</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Instructional designers need to know, apply and use diverse educational methodologies,
approaches and tools in their professional work and need to keep track of innovations.
However, within formal curricula in higher education, the space for experimentation
and innovation-based development is often limited. Moreover, learning and teaching in
international contexts is not standardly part of curricula in the educational domains.</p>
      <p>
        Due to the contemporary globalization trends, ubiquitous character of social media
and on-going technological developments, education is changing more rapidly than
ever before. Education needs to attain and retain students' interests, and for one, become
more technologically appealing and fitting [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. In part, universities are under pressure
to meet the new challenges: to prepare future experts from more heterogeneous and
demanding student groups and cohorts for a work life, labor market and a quickly
changing society, and at the same time, prepare them for collaboration in diverse (or
multicultural in broad sense) work contexts [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
      <p>Three European universities - FernUniversität in Hagen, Germany (FeU), University
of Jyväskylä (JYU), Finland, and Open Universiteit in the Netherlands (OUNL) - joined
forces to tackle these challenges by piloting a technology-enhanced approach to
innovate their master level curricula in the educational domain. This pilot addressed three
major objectives:
─ to offer rich international learning experiences to students who have fewer
opportunities for global learning, like distance learning or adult students who combine study
and work or cannot afford to study abroad;
─ to design, implement and evaluate a joint master level course in the domain of
education combining pedagogical and technological expertise of the three participating
universities and state-of-art tools;
─ to build common ground and exchange ideas, understanding and know-how on
codesigning and implementing innovative technology enhanced approaches for
opening closed curriculum-based academic education between the three participating
universities.</p>
      <p>The paper frames the pilot as an attempt to open up academic education through
learning from an authentic collaborative online learning experience. It presents the designed
course, tools and technology used and elaborates on the pilot outcomes addressing each
of the three objectives. Furthermore, it positions the presented pilot in a broader context
of virtual mobility and authentic learning. Since the student group was diverse, building
a supportive and immersive technology enhanced learning experience was the main
challenge of the pilot. To that end, evaluation questions targeted the design and pilot
outcomes as well as students' perceptions of the implementation.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Design principles and implementation guidelines</title>
      <p>
        The key focus of the pilot was to connect cross-border students for whom it would be
very difficult to collaborate face-to-face in order to get to know each other, work and
learn together [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] by developing and offering a jointly produced course on instructional
design. Moreover, with this course, the three universities aspired to improve and
innovate their own study programs as well as to find synergies between universities.
Traditionally, these synergies and benefits are sought through different forms of physical
mobility and exchange. In the pilot, the objectives were realized through virtual
connections, using existing learning platforms and tools.
      </p>
      <p>
        To bridge the physical separation of the students from universities in three different
countries, an online learning platform and online tools have been used. The course
design followed the principles of computer supported collaborative learning (CSCL) [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]
to promote synchronous and asynchronous collaboration and exchange.
      </p>
      <p>
        To promote engagement, concepts of task authenticity, context and interaction [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]
have been applied in course design. Learning takes place through the interaction
between the learners with given problems and the environment itself. It needs to be an
authentic context that reflects the way knowledge is used in real life (concerning
purpose and motivation). Therefore, the psychological closeness (cognitive realism) of the
problems with real live problems is important [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. In addition, students should have
access to expert thinking, e.g. by social media where students can directly interact with
experts. To sum up, an authentic learning environment:
─ offers the students multiple roles and perspectives;
─ makes use of authentic tasks. These are ill-defined problems, allow competing
solutions and diversity of outcomes;
─ provides coaching and scaffolding, e.g., via communication with teachers and other
students;
─ offers articulation and collaboration, which deepens the understanding and reasoning
and identifies the gaps in lines of thought;
─ contains authentic assessment to give students the opportunity to demonstrate their
solutions.
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>Pilot design and implementation</title>
      <p>The course aims at master level students studying educational science. The authentic
learning task chosen in the course had to be of relevance for the students for their future
profession in education. For this purpose, an authentic educational design task was
formulated: to design, develop and evaluate a mobile game application, to ground game
design decisions in established educational theories and to integrate the end product
(mobile game) in an educational setting. Students were free to choose the topic for their
mobile game project to address the authenticity of the task. During the eight-week
duration of the course, students were expected to work on the task in small international
groups, interacting with each other, teachers and relevant course resources in the
learning environment developed to support collaborative learning.</p>
      <p>The course was structured as a series of subtasks. Each week learning activities were
introduced with milestones for task completion and feedback opportunities
communicated in advance to provide optimal support for students in their collaborative learning
and work. The introductory task contained activities focused on socialization and
exchange of personal information to facilitate group forming and collaboration. In the
following weeks, students received introductions in learning and instructional design
theory, the educational design process and evaluation, and tools for design of mobile
learning. In parallel, after the introduction of educational theories and the game
platform, students made a start with designing and implementing the educational product,
building on each of the theoretical aspects that were presented every week.</p>
      <p>
        The design of the course activities and tasks has been based on the principles of
Salmon's ‘e-tivities’ [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. These were chosen in order to help students in structuring their
group work as well as to clarify expectations, ways of feedback and deliverables.
Suggestions on how to collaborate were given in the e-tivities as well. Course resources
included video materials, e-books, articles and hyperlinks to other websites and
resources. Regular supervision and teacher support were provided by the supervising
tutors from the three participating universities on several levels: as task support
(instructional videos, course materials and synchronous virtual classes), as learning support
(feedback on provisional products, monitoring of group exchanges) and as resource
support (weekly instruction, guidelines for communication and collaboration with
peers) [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
      <p>The three universities jointly designed and implemented the course. Each university
provided its particular expertise for content, tasks and activities and realized the design
of the weekly tasks accordingly.</p>
      <p>A mix of tools was used for synchronous and asynchronous communication to
enable immersive experiences within groups as well as with teachers and facilitators. In
addition, students were encouraged to introduce and use their own preferred solutions
for group communication and collaboration.
3.1</p>
      <sec id="sec-3-1">
        <title>Applied technology and its usage</title>
        <p>Partners decided to make use of the learning environment1 provided by the FeU for
their open courses to bypass restrictions imposed by the formal learning environments
in use by the universities. This learning environment is based on Moodle (version
3.2.8), a commonly used open source learning platform that provides a variety of tools
and resources to design and implement courses. In addition, students had access to tools
and resources outside the platform. For example, students could use Mindmeister to
create the mind maps they had to produce in order to structure ideas on the topic of the
1 Moodle LMS: https://offene.fernuni-hagen.de/
group work. In addition, Blackboard Collaborate virtual classroom sessions were set up
by the course designers for use by individual groups as well as for teacher-student
interaction.</p>
        <p>The learning environment provided discussion forums. Besides general shared
discussion forums that were used to allow participants to introduce themselves and to
discuss general issues, specific discussion forums were set up for each group. As part of
the assessment, individual groups had to maintain a wiki - provided in the learning
environment - in which they were to document their progress and reflect on process and
events.</p>
        <p>Students also made extensive use of social media and communication and
collaboration tools outside the platform. To mention a few, they used Skype, Slack, OneDrive,
Google drive and Google docs, Padlet, WhatsApp, and various other default
applications such as Word and PowerPoint.</p>
        <p>
          Students had to use the augmented reality platform ARLearn, provided by OUNL,
to develop their mobile game. This open source platform supports creating and playing
mobile serious games. The ARLearn implementation follows augmented reality design
principles [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ]. It consists of:
─ an authoring environment2
─ a player, available through the Google play store3.
        </p>
        <p>Course designers and/or teachers use the authoring environment to design and
implement games. It defines a game as a blueprint for mobile activity. ARLearn allows the
game designer or author (i.e. course designer or teacher) to script learning activities to
be performed. These activities are shown to the learner as messages that appear either
in a message list or on a street map. The game author can create a variety of messages
and use several kinds of tools (such as video, audio, QR-scanners, questions, text,
instructions, etc.) to base the activities on. For example, the game author can create an
assignment and ask the learner to record a video and upload the video, or scan a QR to
receive further instructions, answer a question. Of course, the game author can use
textual instructions as well. The game author uses conditions to define when a message
appears or disappears from the message list or map. Once the game is designed, the
game author has to deploy it to a mobile device. Learners can download the game onto
an Android device and can play the game once the author has made a game run
available. A game run is an instantiation of the game that links a set of learners to the game.</p>
        <p>The example in Fig. 1 shows the two modes of listing messages or activities:
displaying messages on a street map (on the left), or in a simple list (in the middle). The
right hand image shows the instruction (in Dutch) to explain in fifty words the masonry
structure of the building and upload an audio recording. It also shows a previously
uploaded recording and allows the learner to listen to recorded sessions.
2 ARLearn authoring environment: https://streetlearn.appspot.com
3 Google play store: https://play.google.com/store/apps/details?id=org.celstec.arlearn2.android</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>An overview of pilot outcomes</title>
      <p>This section details course outcomes based on realized mobile game designs, formal
assessments and course evaluations that the students completed in week three and upon
course completion. The focus of the first evaluation questionnaire was on student
expectations and personal learning objectives, their first experiences with the course, the
tools and the group forming. In the final evaluation, students provided estimations of
what they had learned in the course, gave extensive feedback on the course content,
platform, teacher support and group work and shared insights in their perceptions of the
overall learning experience.
4.1</p>
      <sec id="sec-4-1">
        <title>An international collaborative learning experience</title>
        <p>Basic prerequisites for participation on voluntary basis in all three universities included
motivation, affinity with educational science at (pre-)master level, fluency in English
and basic ICT skills. FeU addressed students from a Master of Arts program
‘eEducation’ of the Institute of Educational Science and Media Research. OUNL invited all
master and pre-master students of its distance-learning program in Educational Science
as well as alumni to participate. However, only master students could embed the course
in their curriculum by enrolling in an existing elective course and completing an
additional assignment. JYU invited international students from a Master program in
Educational Sciences of the Faculty of Education and Psychology.</p>
        <p>At the start of week 1, 24 students were allocated to eight groups, mixing students
from the three universities. Groups were expected to collaborate throughout the course.</p>
        <p>Students (n=16) described personal learning objectives in two main categories:
• acquisition or further development of media design skills
─ learn about mobile learning
─ make a serious game
─ learn to work with the mobile games platform
─ develop an app
• international online collaboration
─ talk English with other students
─ learn from each other
─ experience working together online
─ collaborate with students from other educational cultures.</p>
        <p>In the questionnaire issued upon course completion, students (n=11) confirmed
knowledge and skills gain in both areas and expressed their particular appreciation of
intercultural communication and collaboration skills they had developed during course
activities. As documented in student reflections and the group wiki in which at least
one student from each group systematically reflected on the progress, collaboration and
the synergy of new domain knowledge and understandings and learning from others
constituted a most prominent gain from participation in this pilot. That is how students
reflected on the experience of learning through international collaboration:
‘Being “forced” into a new group and organizing the workflow in this group with
all its positive and negative aspects... It was great to see an actual result.’
‘In previous courses I have learned elaborately about learning theories and concepts
but through discussion with my peers these theories and concepts really came to life.’
‘Through interaction with peers and tutors from other countries your view on
education as a whole broadens.’
4.2</p>
      </sec>
      <sec id="sec-4-2">
        <title>Mobile game designs for educational practice</title>
        <p>Table 1 provides an overview of realized game designs. As this overview demonstrates,
topics chosen by groups varied considerably and targeted different audiences. All
solutions were explicitly grounded in learning and instructional theories and connected to
the educational practice, in most cases to that of several group members. In each case,
students aimed at resolving a pedagogical problem by using technology and embedding
the solution in practice. In this context, a student emphasizes:</p>
        <p>‘You learn to consider situations for which an app is a suitable choice, rather than
just build an app for the sake of using modern technology’.</p>
      </sec>
      <sec id="sec-4-3">
        <title>AR(e) you English?</title>
        <p>Group 3 members (an alumnus, a master and a pre-master student from
characteristics OUNL)
Topic Learning words and use of everyday vocabulary
Instructional The need to improve learning English as foreign language in
priproblem mary education
Instructional A mobile app for learning to pronounce words and short sentences
solution in English by non-native speakers. Audio and text with rhymes and
listening exercises to activate the learning of pronouncing words
and short sentences. The game is played with QR-codes that can be
printed out.</p>
        <p>Gagne’s principles of learning; Augmented reality design
principles
12-year-old students, non-native speakers, starters</p>
        <sec id="sec-4-3-1">
          <title>4 members (an alumnus and 2 master students from OUNL; a mas</title>
          <p>ter student from JYU)
An educational app for a music school open day
The need for an attractive and engaging way for a quick
introduction to a variety of music instruments
Active and interactive game elements: taking a photo, making a
recording, doing a quiz with a chosen instrument. Use of QR codes
to choose one of four pre-set paths per instrument type
Mayer's multimedia design theory
Theoretical
underpinning
Target group Young children</p>
        </sec>
      </sec>
      <sec id="sec-4-4">
        <title>Learning Democracy</title>
        <p>Group 5 members (a master student from FeU; a pre-master, a master
stucharacteristics dent and an alumnus from OUNL; a master student from JYU)
Topic Critical thinking about democracy in Europe and in your own
environment
Instructional The need to develop and improve awareness of what democracy is,
problem how this concept and institutions developed in Europe over time
Instructional The mobile game is integrated in a school lesson series about
desolution mocracy designed as problem-based learning. The game provides
information, video recordings from historic sites (i.e., Greece, the
birthplace of democracy), activity scripts and quizzes
Theoretical Social constructivism; Laurillard's conversational framework;
underpinning Self-determination theory; Problem-based learning; Bloom
taxonomy of learning objectives</p>
        <p>Target group English speaking learners, age 12-14</p>
      </sec>
      <sec id="sec-4-5">
        <title>Division of Germany: the Berlin Tour</title>
        <p>Group 4 members (2 master students from FeU; an alumnus and a master
characteristics student from OUNL)
Topic Understanding the implications of the political system at that time
(German Division) on a more personal scale: what impact did the</p>
        <p>Wall have on people‘s lives back then?
Instructional The need to achieve deeper understanding of own history and relate
problem it to personal history
Instructional The game is integrated in a lesson series in classroom and at
locasolution tions (Berlin tour). The game is a part of the preparation to a
reallife tour and part of the tour as it includes location-based
assignments. Game “solutions” were discussed back in classroom
Theoretical Laurillard's conversational framework; First principles of
instrucunderpinning tion by Merrill; Cognitive load theory; Mayer's cognitive theory of
multimedia learning; Socio-constructivism.</p>
        <p>Target group Students in 9th grade secondary education (Gymnasium) in
Berlin</p>
        <p>Brandenburg (Germany)</p>
      </sec>
      <sec id="sec-4-6">
        <title>First aid at the workplace</title>
        <p>Group 2 members (a master student from FeU; a master student from
characteristics OUNL)
Topic E-learning for employees to train and repeat relevant content on
resuscitation after a first aid presence course
Instructional The need to enrich and improve an existing e-learning training on
problem first aid provision
Instructional The game script is a preparation for the e-learning course and is
solution used during the life training through assignments, quizzes and text
fragments, photos and video recordings in the mobile app</p>
        <p>Gagne’s events of instruction; Keller’s ARSC model
Theoretical
underpinning
Target group</p>
        <sec id="sec-4-6-1">
          <title>Adult learners: employees in the company that organizes the train</title>
          <p>ing</p>
        </sec>
      </sec>
      <sec id="sec-4-7">
        <title>Math word problems</title>
        <p>Group 3 members (a master and a pre-master student from FeU; a master
characteristics student from JYU)
Topic Math word problems for young learners
Instructional The need to provide scaffolding for understanding and solving
problem math word problems
Instructional A script that supports learning an 8-step strategy to solve a word
solution math problem with the help of modelling video-based examples,
just-in-time feedback and overviews of steps, self-checks (quizzes)
and realistic tasks
Theoretical Cognitivist learning; Cognitive load theory; Augmented reality
deunderpinning sign principles
Target group 9-year olds (primary school) with difficulties understanding the
mathematical problem structure of word math problems</p>
      </sec>
      <sec id="sec-4-8">
        <title>E-scape the classroom: a virtual escape room to prepare for internship</title>
        <p>Group 3 members (a master and a pre-master student from OUNL; a
mascharacteristics ter student from FeU)
Topic Preparing for internship
Instructional The need for low threshold, “safe” environment to train for real life
problem work tasks of first aid provision
Instructional A mobile game with three scenarios of real life health care service
solution cases as a mini-training for (future) interns prior to or during a work
placement, integrating text and video-recordings and quizzes
Theoretical Van Merriënboer's 4C/ID (4 components instructional design)
underpinning model
Target group Students in health care domain prior to the first internship/work
placement
To illustrate game design, one of the group products is presented below in some detail.</p>
        <p>Division of Germany – the Berlin tour game was designed as a part of a school-based
history lesson series aimed at stimulating secondary school students to think about the
causes and the consequences of separation of Germany into two parts after World War
II through a personal perspective. After an introduction to the topic and the mobile app
in the classroom, students were offered a two-day location-based game scenario in
ARLearn to be activated in different places in Berlin. For example, at the former border
crossing Checkpoint Charlie, students were offered to listen to an audio describing the
place and then were asked to compare what they saw with the place the audio described.
At another location, a video of the beginning of the Berlin wall fall was shown and the
students were requested to reflect on the video and compare reflections. Other tasks
requested making an audio or a video recording, writing answers or doing a quiz. Figure
2 presents three screenshots of the game: a quiz and two active assignments, which the
learner can complete by recording the answer on a video or an audio or writing it down.
Having played the game, the students were expected to share experiences and discuss
lessons learned in the classroom again.</p>
      </sec>
      <sec id="sec-4-9">
        <title>Course evaluation: in need of (more) structure and feedback</title>
        <p>In their reflections on the course progress and outcomes, students pointed to the lack of
teacher presence and feedback on the progress, e.g., on the initial mind maps and posts
in the wiki. They experienced the multitude of sources and media as a lack of focus and
structure. Moreover, they considered the differences in the organization of weekly
subtasks and content presented by each separate university team as a lack of clarity. The
learning environment was found to be complex and even confusing, and the tool for
game design not intuitive enough to learn without a manual and systematic instruction.
4.4</p>
      </sec>
      <sec id="sec-4-10">
        <title>Co-designing education for virtual mobility: a novel experience</title>
        <p>A joint experience of course design and delivery proved to be a most important outcome
of this pilot for the three universities and their design teams. Combining expertise in
the field of educational design, the field which all the three teams know professionally
and from their teaching experience in combination with good will seemed a sufficient
point of departure. Student evaluations clearly indicated that course design missed
clarity and consistency, and that teacher teams from the three universities differed in the
way they realized design in the electronic environment, in the way they interpreted the
feedback and monitoring task, and to the extent they supported their allocated groups
throughout the design. The way of scaffolding students' learning needed more
alignment as well, as students indicated to perceive a lack of student-teacher interaction. It
became clear that alignment at the programmatic level and at the level of schedules is
only one of the many prerequisites for co-designing a course. Alignment within the
course at the level of study tasks and subtasks was required just as much, if not more.
5</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Lessons learned from applying the solution: points for discussion</title>
      <p>Overall, the underlying assumption of the usefulness of authentic collaboration
combined with a genuine professional challenge resulted in a fruitful experience for students
(and teaching staff). Students' enthusiasm about collaborating in an international group
to design, develop and evaluate an educational media product became the best
‘evidence’ of the pilots' success.</p>
      <p>The authentic and profession related educational design task enabled students to
enact their previously attained expertise in an international collaboration project. Students
worked in groups composed of different educational home institutions, study programs
and level of study to distribute somewhat evenly theoretical and practical experience.
In this setting, the multimodal facilitation of the theoretical background, practical
framework, working with a mobile design platform, and group interactions proved as
reasonably functional.</p>
      <p>
        Tools that are needed for online learning and virtual mobility have become
ubiquitous and equally accessible for institutions and individuals [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. While ICT, platform
and digital media solutions can be regarded universal, there is a multitude of differences
in versions and in practices of use. In this pilot, differences in platform versions, lack
of familiarity with particular versions and with the corresponding practices of use were
manifested. These differences do not necessarily relate to technical aspects only but
also to pedagogical and work-skill aspects. Higher education graduates can rarely have
full autonomy and self-direction with the tools they end up using. Therefore providing
varied experiences and platforms as well as developing generic skills can be considered
an important learning objective. Instead of learning to apply specific skills to resolve
overcoming problems, students need a higher level of computer literacy and
transferable skills generalizable through various learning platforms.
      </p>
      <p>However, critical tones, especially in the light of such a diverse student body, were
expected. They can be in part attributed to unfamiliarity with the platform, both for
students and for course designers. This resulted in a less than optimal first
implementation of the course, which gives room for improvement.</p>
      <p>
        A procedural scaffolding students to find orientation in the learning environment and
participate at learning activities should be more in focus at the beginning of the course
[
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. In future, students should be allowed more time to familiarize themselves with the
platform and each other and detailed instructions on group formation and conduct
should be provided, together with improvements in the structure and course navigation.
      </p>
      <p>Another challenge lay in the heavy workload, combining overhead of international
collaboration with the educational design task, to be finished under a strict deadline as
well as fitting it into an on-going curriculum. Course design and learning objectives
could have been more focused and better aligned with estimated study load and
available time, taking into account holidays.</p>
      <p>
        Although in the planning phase course designers agreed on responsibilities, practices
and templates, in hindsight more resources (time and personnel) should have been in
place to produce a balanced pedagogical experience and proactive presence [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] as well
as learning supports [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
      <p>
        To answer to the issues rising from the fast-paced and vastly varied digital realities,
challenges posed to teaching staff are highly demanding [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. An implicit demand to be
‘quick on one's feet’ posed to educational practitioners, creates a need to transit from a
fixed and predetermined course construction and structure towards something that has
tones from fluid and liquid existence, both claimed to be evident in the contemporary
times of uncertainty and change [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. However, these demand of fluidity the pilot shows
that offers have to be planned diligently, in particular regarding a diverse and
distributed student body.
      </p>
    </sec>
  </body>
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