Category Archives: Pedagogy

How am I doing?

As an instructor in an online or hybrid course, I want to know how the students feel about the content as well as the structure of the course. I have given a number of surveys for both my hybrid and online courses that include both an initial survey and an end of quarter survey. While the university has an official assessment instrument for the evaluation of instruction, I find an informal, anonymous survey in my courses has helped me fine-tune the course for the next time it is offered. In this survey, I not only ask about the content matter, but also about the format and structure of the course. I ‘bribe’ the students to take the surveys by giving participation points or extra credit for completion.

Attitude and Demographics

As a matter of course, I ask a few questions at the beginning of the quarter to gather some demographic information as well as some attitudinal questions. I repeat the attitudinal questions at the end of the quarter to see if there have been fundamental shifts in the mindset. Here are some example results from a large lecture Mathematics class that was conducted as a hybrid (semester results)

(Click for a larger version.)

Course Content

At the end of the course, I ask a number of questions relating specifically to the course content as well as the layout and structure of the course. Course content is, of course, specific to the material being taught, but I also ask questions directly related to the layout and structure of the online materials. Here are some sample question with results from the same hybrid course (with a few content specific questions).




Free response questions

In addition to the standard survey questions, I ask students several open-ended questions that, for me, provide the greatest insight to their feelings about the course. Knowing that the results are anonymous allows the students to open up, and I have found that they really don’t hold back. Here are a few sample open-ended questions with a few student responses:

What do you think was the biggest factor in your success or failure in this course? Your response is anonymous

“being able to watch the videos over and over…but there sometimes needed to be more videos with more examples not just one because sometimes everything wasnt worded the same as how its written in the book”

“I tended to put all of my homework off until the night before class.”

Please add any information that you think will me improve this course for the next semester. Your response is anonymous

“ALL ONLINE. Teach the students how to use the online site before you start giving them assaignments on it. I was really confused in the beginning because no one said how to use the website, but now i understand it. “

“no global warming assignments, there are bigger issues to worry about no body pas [sic] attention to global warming anyway. make this class easier, this type of math isnt important for some majors, it just creates stress and wastes students time. as long as people can do basic adding, subtracting, multiplying and dividing they will be good to go in life.”

ED NOTE – this is common

Conclusion

I have found these surveys to be an invaluable tool in reworking my course for the next time it is offered. I generally do not share data with anyone else, but I believe it provides a valuable insight to where any potential trouble spots are. If you wish to add a pre-post survey to your course, your instructional designer can assist in putting an anonymous survey in place.

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Making Online Courses More Accessible by Design

Many years ago, before I moved to Chicago and began working at DePaul, my supervisor at a previous job took me on a field trip to a nonprofit service organization for the blind. At that time, I had never seen someone with a serious visual impairment use a computer. I had no idea how a screen reader worked, and all my knowledge of accessibility best practices came from second-hand sources I’d found online.

At one point during our tour, we asked one of the volunteers to show us a website that was difficult for her to navigate. The site she chose contained a large navigation menu composed of at least fifteen tabs at the top of the screen. As she moved her cursor from the upper left corner across the links, each one was read aloud. She explained that, because this site had no link for keyboard users to skip the main navigation, she had to navigate through every link before she could access the more important main content below.

Once she made her way to the main content of the page, she moved from link to link, trying to find a specific document she needed to access. Each time she advanced to the next link on the page, the screen reader would read it aloud, and she would pause to listen to the first few syllables before deciding whether or not to move on. At one point, the screen reader simply said, “Click here,” and then read the URL of the link aloud, which was long and incomprehensible. Because the linked text didn’t describe what it linked to, our volunteer had to stop and listen to all of the text around the link to determine if the link would take her to the document she needed.

For some reason, this portion of the field trip stuck with me. Perhaps it was etched into my memory because it seemed like such an easy issue to fix. All the site’s author needed to do was link the actual title of the document or destination page instead of ambiguous terms like “Click here.” Or perhaps I remembered it because this small change provides two benefits. In addition to helping blind users navigate a page more quickly, clear link titles reassure all users that clicking a link should take them to a page or document with a title that matches the link. This might seem like a minor benefit, but considering how often links change and break in an online course, anything we can do to clarify where a given link should go is probably worth the extra minute it might take to reword it.

Ever since that day, I’ve tried to sing the praises of link titles that match the titles of their destinations. Of course, it’s always helpful to have a well-written piece of supporting evidence from a trusted source. So, you can imagine my joy when a friend recently sent a link to this excellent information graphic.


Source: “Web Accessibility for Designers,” Info Graphic from WebAIM.org

What I love about this info graphic is it reminds me that accessible design isn’t just beneficial for the disabled. Much of what makes content more usable for the disabled also makes it more usable for everyone. To illustrate my point, here are a few guidelines from the graphic with examples of how each one can benefit all users.

Plan heading structure early. Clear headings help break up long blocks of content into more digestible chunks, making it easier for students to take a break and pick up where they left off. They also make text easier to scan for key information when students review something they’ve already read.

Provide good contrast.  Low-contrast text isn’t just a problem for users with visual impairments or color blindness. High contrast color combinations are easier for everyone to read, particularly when text runs more than just one or two lines.

Watch the use of CAPS. In addition to creating a problem for screen readers, text in all caps is difficult to read and implies the author is shouting.

Use adequate font size. No matter how good your vision, tiny font sizes lead to eye strain and frustrate all users.

Make sure links are recognizable. Cascading style sheets make it possible to spice up a course with all sorts of unique visual formatting. However, when it comes to links, the universal standard of blue, underlined text is usually best.

While this graphic was created to highlight accessibility issues that would be most relevant for designers, there are other best practices that instructional designers have to consider. In some cases, it can be difficult to justify designing online courses with complete accessibility because it’s more cost effective to address certain issues when accommodations are needed for a specific student. Audio transcription for the hearing impaired is a common example of an accessibility feature that can be difficult to justify if a course includes a large amount of audio content, such as PowerPoint narration, YouTube clips, full-length films, or podcasts.

In some cases, it’s just not feasible to transcribe everything in advance. However, there are advantages to including transcripts in the initial course-development process even if a disabled student never requests them. For example, ESL students might read the transcript as they listen to help them identify words that were difficult to understand through audio alone. In addition, students might prefer to review a transcript when preparing for an exam instead of trying to locate the portions of a video that they need to watch again.

While it can feel overwhelming to design a course that follows every accessibility best practice, keep in mind that many are easy to follow with little extra effort, assuming you’re aware of them early on. For guidelines that feel daunting, it might make sense to accommodate disabled students on a case-by-case basis. As you evaluate each challenge and determine what merits extra effort up front, keep your audience in mind. While it’s easy to feel that all accessibility accommodations are a big investment for a relatively small group of users, the impact of many accessibility improvements are seldom limited to students with disabilities. And if you don’t believe me, just ask anyone who has pushed a baby stroller down a sidewalk in the last few decades. They can tell you how helpful curb cuts are, even though they might not realize they first appeared in Kalamazoo, Michigan, in the 1940s as an accommodation for wheelchair-bound veterans.[1] Now those helpful little ramps are a standard feature that you’ll find at either end of every crosswalk in America, and I’m grateful for them every time I take a heavy suitcase to the airport.


  1. “Curb cut.” Wikipedia
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Making Online Course Development a Reality Show

A dozen years ago when I completed all the required courses and prelim exams for a doctorate, my dissertation chair, Dr. Jerry Summers, said to me, “Congratulations, Sharon! You are now on your own!”

He was alerting me that on the dissertation journey, no one else would be holding the reins for me.

Frightened by the notion of being on my own and the rumor that only 20 percent of the ABDs who left their program end up finishing their dissertation, I declined a few “outside” job offers and took a position within my alma mater. Since there wouldn’t be any reminders from my dissertation committee, I rallied up what I called a “butt-kicker committee” to check on my progress on a regular basis. It includes a mentor who ran after me every Wednesday for more chapters, a boyfriend who threatened to break up if I didn’t finish, and my parents who pressured me by cooking super nutritious meals.  

Today, when I think of that process “metacognitively,” I see that the fear of being “on my own” that triggered me to do something about it was an essential reinforcement for me to complete my degree. The danger of being on one’s own is immense—it can make a disciplined person procrastinate and a procrastinator drop off. When work and life keep presenting mini deadlines day in and day out, it is so easy to neglect the big, long-term deadline you’ve set for yourself—like getting a course ready for online delivery.

Like writing a dissertation, this “on-my-own” syndrome has been a major road block for online-course development. When a professor’s day is constantly filled up with teaching, meetings, and researching activities, that deadline for putting together a carefully designed course will likely be pushed, rushed, or expunged.

To beat the odds, a professor from DePaul’s College of Education came up with the idea of opening his course development schedule and experience to the world. On January 5, Dr. Chris Worthman published a blog post on the Center for Educational Technology’s website called . Developing a Hybrid Course: In the Beginning…. In his blog, Chris announced that he will post a weekly update on the progress of developing his hybrid course. The content, in his own words, will include “what I have done, experienced, and been thinking about; what excites me, scares me, and leaves me scratching my head; and, generally, just what this means to me professionally.

Chris’s idea of blogging his progress strikes me as such a brilliant idea—more brilliant than my butt-kicker committee (even though there were no blogs back then). I see that by turning a course-development project into a reality show, Chris sought out 1) an effective motivation strategy for himself, 2) a professional-development example for his faculty peers, and 3) a model for his students, which is the most important and cleverest aspect of it.

A Motivation-through-Visibility Strategy

As Chris mentioned in his blog, he is “in the enviable position this quarter of developing a new course for a new program that will be taught for this first time in spring 2012 as a hybrid.” Everything about this course was new—including he himself to the experience. Chris was put on a schedule by his instructional designer and initiated the blog to “hold himself to it.

If making my dissertation visible to my mentor, boyfriend, and family helped create an audience that trigged me to contribute and deliver for their readership, Chris’s action of blogging about his course surely has pushed this “audience effect” to a much higher level. Researchers have found that motivation generated through visibility has been a driving force for the success of online systems such as Wikipedia. Knowing the existence of an audience, as they found, may be sufficient to trigger contribution on its own. So, for Dr. Worthman, having to present his progress every week makes moving his work forward an inevitable action that he now owes to his readers like me. This motivation-through-visibility strategy left him no room to fall back.

A Professional-Development Example for Faculty Peers

In his blog, Chris wrote, “This will be an exercise into the unknown for me because I am not used to spilling the details of a new experience in this way. I hope, however, that it will provide others—like you—with some insight into my professional development and invite others—like you—to share your own experiences, particularly as it relates to digital technology use.”

As the director of his school’s Center for Educational Technology and the associate dean for Curriculum and Academic Programs, Chris has the responsibility of leading faculty into the new era of teaching and learning, which is heavily influenced by the use of digital technology.  When it comes online learning, faculty may have been exposed to sample courses or bits and pieces of stories shared by online-teaching veterans, but very rarely do they have the opportunity to observe the whole process and almost never do they hear the pains and gains associated with each of step of development.

From an initial pledge of doing his work openly, to toiling with Softchalk, to a metaphorical analysis of online-course development, to juggling among elements within a course, his blog brought faculty members a real picture of what it is like for a faculty member to develop a new course in a new modality under a very tight schedule.

A Role Model for Students

I always feel that higher education—as it is now designed—seems to position its faculty and students into two very discrete groups of “knowledge providers” and “knowledge seekers,” or the ones who know and the ones who don’t.

If the process of learning was a race, the only ones who are running are the students; the professors are merely standing on the side to advise and to make some judgments. Those who belong to the professor clan never get to show the ones struggling on the track how they had approached the finish line and never get to rejoin the race—well, not until they begin to learn something new—like teaching online.

When it comes to building technology competencies, online teaching provides faculty members a unique opportunity to meet their students at the starting line. Not only does it put professors in the students’ shoes but also offers students an opportunity to observe how professors conduct the race. The latter can be achieved through a very careful design, like the one Chris Workthman is trying to accomplish. By implementing project-based learning, Chris, tried to develop an authentic learning experience for his students—by letting them experience what he is experiencing. As he said, in his January 19 blog, A Few Thoughts on Process, “To a large degree, what I am experiencing in designing my course is what I want my students to experience when they develop modules on different components of the English language arts.”

Besides teaching them the way of learning, it is even more critical for a professor to cast a spiritual influence on the students, such as the attitude that one should carry in dealing with the unknown. “I want them to jump, with no fear of failure but a level of realism that suggests they are going to have to work hard,” Chris wrote. “I want them to envision themselves as teachers doing actual teacher work. I want them to have a certain level of frustration that forces them to think at a meta-level not only about what they are doing but about teaching and learning in general.”

Lee Shulman once said, “Only when we have something to value, will we have something to evaluate… and we cannot value something that we cannot share, exchange, and examine.” Yet, it takes a lot of “guts” for one to be totally open to that action of sharing, exchanging, and examining. Chris Worthman’s blog reminded me of a comment George Clooney once made on using social media: “I would rather have a rectal examination on live TV by a fellow with cold hands [than use social media].” Although it’s meant to be a celebrity’s act to defend his privacy, it also showed how hard it is for people to open up their thoughts. For this, Chris’s idea of sharing your course development stories is more than brilliant—it is very brave! I am looking forward to seeing his hybrid course lead, inspire, and transform his students into online learning troopers in the coming spring quarter.

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L’immersion? Mais oui!

(Listen to this entry in the Everything that FITS podcast.)

My wife and I just had the opportunity to visit Montréal over Columbus Day weekend, and it provided a nice little vacation, as well as an opportunity for me to practice my French skills. I was a little nervous at first, because although I had a French minor as an undergrad, that was twelve years ago, and I’ve had very little formal practice since. I guess that goes with speaking a language that isn’t used very much in North America, with the exception of Québec. My first attempts at speaking again were a little stumbling, as I made reservations for accommodations and tickets over the phone. I was often fishing for the right verb or term to use. However, I was really surprised at how quickly it all came back to me with only a little practice. By the second day, I was having lengthy, involved conversations with people, which I would then have to attempt to translate back to my wife. It was after having a detailed conversation about wine with a restaurant’s sommelier on Saturday night that I began to think I might not be as rusty as I’ve been telling everyone. I’d never actually talked about wine in French before, but I found myself navigating a discussion about tannins and different aromas in the wine’s nose with ease. My wife didn’t speak more than a few words of French before we went on the trip, and although she still didn’t know a lot more afterward, she speaks with a great accent.

All this was possible through the magic of language immersion. Yes, I could have brushed up on my French before the trip (and I did, a little), but this was not nearly as effective as being dropped into the streets of Montréal and knowing that we weren’t going to get directions to our next destination if I didn’t know how to ask. Being forced to practice not only what I knew how to say but also listening and responding to others in an unscripted fashion reawakened my comprehension skills. I can also say that once that switch has been flipped, it’s hard to change it back; I found myself saying “pardon” to people on the streets of Chicago instead of “excuse me” for most of the next week!

This anecdote illustrates in a concrete way the power of immersion in language learning. The fact that I could spend a weekend in Montréal and come back nearly fluent again after over a decade of very little practice shows immersion’s ability to generate near-native fluency without making the learner aware that it is happening. When you get thrown into the deep end like this, if you have the rudimentary skills necessary, most of the time you end up swimming, and swimming strongly. This was not true immersion, i.e. learning mathematics and science in French to expand my skills in math and science as well as French, but submersion; I was the foreign-language speaker with all the natives, and it was sink-or-swim. Still, it provided an opportunity to reacquire skills at a much greater rate than practicing at home.

As educators, we are constantly searching for ways to create activities and assessments in our courses that will not only challenge our students in the present but also prepare them for similar as-yet-unknown challenges in their disciplines in the future. We make them jump through hoops in our courses, believing that each hoop is getting them a little closer to our ultimate goal, that of fluency with the materials and processes at hand. However, even though we may think we are immersing our students in that world of content, we often are just giving them a boat to travel across the surface. Consider the following scenario:

A marketing professor is teaching his students about the processes involved in targeted marketing (the practice of selecting specific strategies or materials in order to best attract a particular group of individuals). His current objectives are:

  1. Students will select a group to target.
  2. Students will select a strategy to market a product to this specific group.
  3. Students will develop a marketing campaign aimed at this specific group.

Based on these objectives, it would be very possible to create an exercise in which students select a group, use some typical strategies outlined by the textbook in reaching that market, make use of instructor-provided data and generate a marketing campaign. This could even be a project that could take a whole term, depending on how the various pieces of the exercise are presented. Sounds good, right?

Let’s take another look. I spend a lot of time in this blog talking about the need for authenticity in student exercises, and this is yet another place where it’s easy to think you’re giving students a real-life, hands-on experience, when in fact you’re giving them strategies from a textbook and data from a box. Is this a good real-world exercise? Well, for the most part it is. These kinds of simulation exercises are given in many classes, and it does teach students how to process and analyze data. In many cases, this will adequately prepare students for performance in the real world, assuming that they are predominantly dealing with mostly cut-and-dry data.

However, this exercise, while it might be comprehensive, lacks the “messiness” associated with a more authentic experience. When you’re dealing with real data and real firms, things happen that you aren’t really prepared for in a “canned” exercise like I just described. Data points don’t always tell a story; sometimes they are scattered in such a way that they don’t show any relationships at all, or perhaps the data suggest a conclusion altogether different than the one students are striving to prove. Target markets change all the time, as the whims of a fickle population change. A real firm might have an enormous amount of data far in excess of what is needed or is relevant and so might require any number of weeding out processes to obtain actually usable data. Given all these possibilities, the internship model is about the truest experience out there, because it provides the opportunity to practice skills gained in class as well as to see how things actually work outside the classroom “ideal situation” bubble. However, not everyone has the time to devote to an internship in every academic program. Therefore, it is up to us as instructors to not only provide the tools to solve the problems our students will face in the real world but also to expose them as much as possible to the actual chaos that can happen within it. As much as we always try to tell our students that there are standardized procedures for everything they will face, we know that the real world doesn’t always work that way.

What does this mean for us? As we are creating assessments and exercises for our students that are supposed to be real-world simulations, we should be striving as much as possible to simulate real-world situations in their construction. Rather than giving students data from a set, show students how to obtain various data from various places and have them obtain it themselves. Have them create their own research rather than telling them what questions to ask and what data correlations to look for. In this way they can encounter the chaos they will find in the future when research and data don’t always play well together. Most importantly, giving students this more realistic experience will allow them to make mistakes. We often think that guiding students to be mistake-free will be the best learning experience, but we also know that students can learn just as much from failing and needing to come up with an alternate solution to a problem. Just because it’s real-world data doesn’t necessarily make it a real-world exercise; students need to feel like they have some ownership, and they have to be exposed to the imperfections right along with the methods.

So it’s now been a few weeks since our French immersion experience, and I can say at this point that a little refresher was just what I needed. I tried really hard to speak well, and I failed plenty during that time too. Fortunately, the locals were nice enough to correct me or suggest a different wording, but those mistakes also helped me learn even more and recall things I really shouldn’t have forgotten in the first place. My wife has been inspired to learn more French and is now doing audio lessons on her morning commute. The early immersion experience has been quite helpful to her as she navigates conversational expressions, because her ear has already been attuned to the nuances of the language; she’s getting more out of the instruction than she would if she were just presented with canned audio and conversation because she already knows how to listen to it.

Creating an immersive learning process can be tougher, messier and less predictable than just giving out textbook problems and quizzes, but real life doesn’t have a textbook, and students won’t be able to refer to a handy manual when they encounter situations they might not be prepared for. Immersion is tremendously valuable for teaching students to think on their feet and to adjust as necessary. It’s worth the extra effort on our part to help bring a little more of the outside world into the classroom, because our students will be that much better prepared to venture out into it later.

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Teaching in Disguise: Are You Game?

My six-year-old son Grant loves school—that is, all school except the Sunday Chinese School. To him, it is boring, too hard, and no fun. Last year, after trying the kindergarten class at our local Chinese school (and being a left-behind student) for two months, he dropped out.

Being a liberal educator and a non-tiger mom, I didn’t feel like forcing him to learn something that he was not interested in—until one day he said to me, “Mommy, do you know why I can’t speak Chinese? It’s because you never taught me when I was a baby!”

As a mother, I had been used to being named the source of all faults, but this particular accusation brought me chills—I would be considered a criminal, at least by myself, if he brought up the same claim when he graduates from high school.

Ridden by guilt, I sent him back to Chinese school this fall.

On the first day of school, dropping Grant off at the first graders’ classroom was quite dramatic: all the parents and their well-behaved kids watched me struggle to break away from his clenching and screaming. But then something happened, and it made my Chinese-resenting son fall in love with learning Chinese. This something was a computer program on a CD that was given to first-grade Chinese students as a homework assignment. After learning the rhymed text in class, students were supposed to unscramble the sentences by dragging the characters to the right location. They were timed for their action and given a code to copy down to their homework booklet as proof of completion.

With his eyes fixed on the screen and his hand fiercely moving the mouse, Grant completed his weekly assignments at once and moved on to the next lesson by himself. Once in a while, he would throw his hand over his head and shake his fist, announcing with excitement “yeah, I got it in fifty seconds, Mommy” or “seriously, Mommy, I’ve got it in zero seconds before!” I know that zero-second record was a miscount because he couldn’t read the Chinese word for a minute that stood in front of zero seconds, but nevertheless, I was thrilled—not just by my son’s progress but more by witnessing live evidence of the impact of technology or, more precisely, the strategy of making learning a fun game.

When I put my instructional designer’s hat on to analyze this learning scenario, I see that this simple, computer-aided learning exercise designed by Dr. Liping Ma as part of her Chinese-language curriculum contains quite a number of gaming characteristics, even though it wasn’t branded as a game. In fact, it carries elements of all three general good-game design principles summarized by Dr. James Paul Gee (Learning by Design: good video games as learning machines):

  • Empowered Learners—It was not me dragging him into a classroom; it was he himself driving the mouse and the movement of the words.
  • Problem Solving—There is a challenge for Grant: he has to compete with himself to complete the task in shorter and shorter times.
  • Understanding—Grant has to comprehend the rules of the game as well as the foundation of it, which is the meaning of each Chinese character (even though he didn’t realize that).

Using technology as its powerful carrier, games—in all forms and shapes—are invading our lives. They are commonly viewed by parents and educators as a threat—an evil monster made with some additive ingredients that competes with us for our children’s, our students’, and even our own attention and making it hard for all of us to focus on the right things, such as learning. In dealing with this “threat,” we have tried to shut it out (can you guess how many places I have tried to hide my son’s Nintendo DS?); we have used it to incentivize (“If you finish your homework, you get to play Nintendo for twenty minutes”); and in some rare cases, we have used it as a tool to teach (such as downloading a math or a spelling game to cover up the true purpose of learning with the mask of a game).

Above and beyond these commonly used strategies, there are people who have been trying to push the battle to a whole new level: they have dived into the core of the monster to detect those ingredients that have made it so evilly appealing and addictive. They are the researchers from both sides of the battle field: learning scientists and game designers. And they found out that designing a good game follows the same instructional-design principles that have made learning happen in an effective and pleasant way:

  • it engages the player/student with the appropriate level of challenges
  • it rewards the player/student with incentives (points, scores, levels, and/or encouraging words)
  • it offers chances for nonwinners to try again
  • it provides rules and support in clear and intuitive ways
  • it fosters a sense of competition either with others or with the player him or herself
  • it puts the player/student in the driver’s seat to make choices and to control the progress
  • it offers a combination of consistent elements (so you don’t get lost) and surprises (so you don’t get bored)
  • it calls for sensory involvement of eyes, hand(s), and brain
  • it makes it possible for one to play as someone else
  • it connects the players and/or forms a community

(This list will grow longer after more ideas and practices are shared by DePaul faculty at the Annual DePaul Faculty Teaching and Learning Conference—Playing with Purpose: Apply Game Design Principles for Learning, on April 20th, 2012. Please stay tuned for the Teaching Commons announcement.)

I hope as you read through this list, you will share my feeling that it is not just games that are everywhere—those game ingredients are easy to find in our lives and in our teaching practices. The other day, when Grant got back from his Chinese school, he gestured a high five to me—“Mom, guess what, I earned eight points for my team today!” I heard my heart chirping with gratitude to his teacher who probably hadn’t noticed that she had just “game-ized” a dry character quiz.

Dr. James Paul Gee said, “Under the right conditions, learning, like sex, is biologically motivating and pleasurable for humans (and other primates).” By making it explicit, the game-design principles can offer us some clue to establish those right conditions so that the misconception of learning-as-work will be corrected by learners who then would reclassify their act of gaining knowledge as a leisure activity.

One evening after finishing my work-late day, I came home to find my husband battling with our five-year-old daughter and six-year-old son on the living room floor. With my daughter fiercely grabbing Daddy’s legs, my son pulled the pillow from his hand and jumped underneath the coffee table—“touchdown!” he yelled. As the two little ones marched on for another round of football, I heard my husband stopping them, “Grant, what was you score? OK, 38… So with a touch down, you get 6. What is your score now? What about the one point for the kick….”

As he paused to add the numbers up in his head, my little football player had no clue that he was taking a math class in disguise. But for the Daddy, he surely was game in catching a teachable moment to build some learning—thanks to that ten years spousal influence!

Constructing Effective Online-Learning Environments via the Community of Inquiry (CoI) Framework

As designers developing online courses, we’re always looking for purposeful ways to ensure that the instructor, content, and student interactions are strategic, cohesive, and meaningful.

What’s more, we are also tasked with staying abreast of and introducing faculty to research, theories, and methodology associated with constructing rigorous and effective online pedagogy.

At the 27th Annual Conference on Distance Teaching & Learning, the Community of Inquiry (CoI) framework was the focus of several sessions including sessions from Northwestern University, the University of Illinois Springfield, and Capella University. Intrigued by the implications of the framework, I wanted to learn more about the framework’s efficacy in higher education.

The premise of the CoI framework suggests that creating an effective online experience requires a collaborative community. The CoI framework, developed by Garrison, Anderson, and Archer (2000) is defined as follows:

An educational community of inquiry is a group of individuals who collaboratively engage in purposeful critical discourse and reflection to construct personal meaning and confirm mutual understanding.

The Community of Inquiry theoretical framework represents a process of creating a deep and meaningful (collaborative-constructivist) learning experience through the development of three interdependent elements—social, cognitive, and teaching presence.

  • Social presence is “the ability of participants to identify with the community (e.g., course of study), communicate purposefully in a trusting environment, and develop inter-personal relationships by way of projecting their individual personalities” (Garrison, 2009).
  • Teaching Presence is the design, facilitation, and direction of cognitive and social processes for the purpose of realizing personally meaningful and educationally worthwhile learning outcomes (Anderson, Rourke, Garrison, & Archer, 2001).
  • Cognitive Presence is the extent to which learners are able to construct and confirm meaning through sustained reflection and discourse (Garrison, Anderson, & Archer, 2001).

CoI is a framework that many higher-education institutions cite to inform, and in some cases measure, the effectiveness of online-course development.

The granular elements of the CoI Framework are listed in the table below. The “categories” and “indicators” provide explicit examples of how , the CoI model elements can be interpreted by an online-course designer.

Garrison D, Arbaugh J. Researching the community of inquiry framework: Review, issues, and future directions. Internet & Higher Education [serial online]. July 2007;10(3):157-172.

In 2007, a peripheral resource, the CoI survey instrument was developed and ultimately, validated. This survey instrument correlates with the CoI framework and is being utilized in studies at some institutions as an end-of-course evaluative tool.

As a course designer, I’m always looking for ways to equip faculty with a slew of resources to get the wheels turning as they think through the course content and design.

For some professors, it can seem intimidating at the outset of development to segue from teaching face-to-face to online. It’s especially challenging to identify strategies that will translate to meaningful online teaching presence. One strategy to brainstorm ideas for not only teaching presence but cognitive and social as well is utilizing the CoI framework elements to flesh out assessments and learning activities that align with each.

For example, with social presence, the professor can structure discussions via group cohorts that are led by a weekly discussion leader. This strategy allows students to establish a rapport with the cohort members. Additionally, students are empowered and accountable for the content they are charged with leading during their respective week.

Concepts such as these would serve as an invaluable resource to faculty members, especially those new to teaching online. Creating a central repository for faculty members to share and collect resources may serve as a community for online pedagogical strategies.

RESOURCES

The Community of Inquiry website:
http://communitiesofinquiry.com/
http://communitiesofinquiry.com/methodology

Garrison D, Arbaugh J. Researching the community of inquiry framework: Review, issues, and future directions. Internet & Higher Education [serial online]. July 2007;10(3):157-172. Available from: Academic Search Complete, Ipswich, MA. Accessed August 29, 2011.

Arbaugh, J.B., Cleveland-Innes, M., Diaz, S.R., Garrison, D.R., Ice, P., Richardson & Swan, K.P. (2008). Developing a community of inquiry instrument: Testing a measure of the Community of Inquiry framework using a multi-institutional sample. The Internet and Higher Education. 11 (3-4), 133-136.

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Going Analog: The Why versus the How in Instruction

Note: Listen to this entry at Everything that FITS, an ongoing podcast for the DePaul community and the world at large, sponsored by DePaul University’s Faculty Instructional Technology Services department. Tune in for tips, tricks and useful information to help you teach smarter every day.

Technology is inescapable these days. It has made some things in our lives easier, and has changed the way we communicate with the world. It serves as our portal to our homes, schools, and jobs, and is in some cases the center of our social lives. Many technology tools that we now take for granted have augmented, and in some cases replaced, older analog technologies, enabling us to streamline and simplify our tasks. In many cases we ask ourselves how we ever got along without such a resource. Consider where we are now compared to twenty years ago with technologies like cell phones, e-mail and the Internet—or even just ten years back when social networking with Facebook, MySpace, and Friendster was just beginning—and you can see how much the landscape has changed in just a few short years. Kids growing up today don’t remember not having cell phones and always-on Internet access; now social networking sites aren’t just for amusement but have become a way of life for most of us. If you do anything embarrassing while someone is filming, you can bet that it will show up on YouTube for the world to see. All of these, in varying degrees, have changed how we interact with one another and with the world.

However, as we grow accustomed to these new technological innovations, are we developing new skills to our benefit, or are we simply replacing older analog methods of accomplishing the same thing? And are there advantages to the new way over the old one, or are we “phasing out” skills that might still have some importance from time to time? Consider these examples:

  1. Although kids are still taught to read analog clocks in grade school, the majority of clocks being installed in schools these days are digital, or if they are analog, they include a digital readout at the bottom. The majority of clocks in most homes are digital too (your DVD player, clock radio, computer, etc.). As a consequence, fewer and fewer kids can read a wristwatch because they aren’t getting the practice. My wife teaches 8th grade, and she says she has a lot of kids who can’t tell time without a digital clock! This trend makes traditional wristwatches seem almost like relics of the past, but for those who still treasure these timeless pieces, watch repair services are essential to keep them in working order and preserve their charm. And for those interested in starting their collection, be sure to check out these replica watches for sale.
  2. Lots of people these days use maps from the Internet or GPS to get directions. But what if the information on the GPS is outdated, or the Internet directions are wrong? This happened to me recently in Colorado: after Google Maps led us into the middle of nowhere and off course, we pulled over and bought a state map, and that got us on the right track. However, this was only because I know how to read a map, which obviously won’t give turn-by-turn directions, and to use the compass I carry with me. We are losing the ability to navigate with map and compass, because the majority of the time you don’t have to know how to read them anymore. Many people are content to turn on their phone’s location service or their GPS and follow blindly from there, without truly knowing where they are or where they’re going; they just follow the directions and assume they’ll get there.
  3. The last time you had to do some mathematical computation, how did you do it? I bet you whipped out a calculator, used your computer or phone’s built-in calculator, or did a formula operation in a spreadsheet program. You probably didn’t reach for a pencil and paper to do some long division. Like telling time on analog clocks, they do still teach this in schools, but these days calculators are used at least as often, even on standardized tests. The state of Illinois gives aspiring teachers a Basic Skills Test that is roughly equal to the abilities in math and English of an 8th grade student. This test has a 77 percent failure rate as of 2010, and the failing scores are predominantly in math. Why? As someone who has taken this very test, I can venture a guess: calculators are not allowed, which means that test takers have to navigate that long division unaided. They are failing because they have been using calculators for so long that they have forgotten how to calculate by hand.

So what does this mean for us? Operations like telling time, navigating, and doing math haven’t changed, but the way in which we find answers in each system has, and our increasing reliance on these electronic devices is slowly removing the old ways simply because using them is easier. In most cases, the failure we are seeing isn’t the inability to choose what operation to perform; it’s the failure to do so without an electronic device’s aid. Thinking back a number of years to when we still needed road maps, we didn’t have any more trouble getting around than we do now even though mapping is available on nearly every phone. The ease of using the electronic counterpart is now overshadowing the old fashioned tried-and-true way. This may not be a problem in everyday usage, but it can be catastrophic when the technology doesn’t work. What if you don’t know how to do it the low-tech way?

This phenomenon of new technology replacing old has huge implications for the teaching world. More and more, students are coming out of K-12 and college with a set of skills that are predominantly plug-and-play; that is, they have the ability to solve a problem using a tool, but they don’t have the know-how to tell you what procedure they are following, or even why they are following the steps in that order. Instead, they know a procedure that says, “If I do thing A with tool X, I will get answer B.” There’s no intuition in this; the cognitive process has been removed altogether and replaced with an instruction manual of sorts. Problem solving cannot happen here unless the information to be plugged in is presented in the same way the student learned the procedure.

In the last decade, educational philosophy has increasingly focused on creating “authentic,” “real-world” problem-solving processes. The argument is that students need to be able to apply learned concepts to actual situations they will encounter instead of doing purely theoretical exercises. This concept is a fantastic idea in theory, but the catch to this is that many of the electronic replacements we are using are removing the theoretical portion and leaving only the process. There is no opportunity for students to see the theoretical knowledge being applied or to understand how it is being applied; they just plug in numbers and variables and get an answer. If the answer was all we were looking for, this would be enough, but obviously as instructors we are interested in students’ mastery of the theoretical, not their ability to plug and chug. We need to be sure that we’re teaching students the “why” part of the process, and not just the “how.” If you are going to use an electronic replacement for an analog activity, it is important to make sure that the resource still requires the student to do some thinking on his/her own outside of number-crunching. If there is a process that can be done by hand, the resource should be used to simplify that process rather than replacing it, and instructors should make sure that students can still perform the specified actions without any electronic help. If possible, teach the analog method first, so the tool will be perceived as a helper rather than the primary problem-solving method. For example, students learning to do bibliographic citations could be told to create citations on their own by hand, and then use an online bibliography tool like EasyBib or NoodleTools to check their work. In this way students learn to do the work on their own, and perceive the tool as a helper for difficult citations rather than as “the way to create citations.” Students learn to do the heavy lifting first, and the tool is secondary, rather than being the heavy lifter.

In this age of electronic conveniences, it’s often difficult to try and “go analog” and do things the old-fashioned way when there are so many easy ways around to do it faster, cheaper, and with less human involvement. Still, the benefit to learners has remained the same, even though the times are a-changin’. Regardless of what the electronic world can create to “enhance” our lives, there’s still no substitute for old-fashioned know-how and human reasoning, and those who don’t need electronic crutches will always have an advantage. It’s important to remember that sometimes the old way is still a useful one, even if it’s not the easy one.

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+1 Intellect: Can Experience Points Improve Student Motivation?

When was the last time you felt a sense of accomplishment so gratifying that you threw your hands above your head and shook your fists with pride and elation? This gesture has been identified by psychologists as a universal expression made by people of all ages all around the world when they feel a sense of personal triumph. Italians call this feeling fiero, and the term has been adopted by game-designers to describe one of the most essential feelings a good game should provide.

In Reality is Broken: Why Games Make Us Better and How They Can Change the World, Jane McGonigal proposes that most people’s everyday lives are shockingly fiero-deficient, and I have to agree. Most of us don’t complete our workdays with a fist-shaking gesture or spontaneous dance as we revel in our daily achievements, and much of our leisure time is spent on escapist forms of entertainment. If you can remember the last time you experienced a true fiero moment, chances are it was vicarious (e.g., watching a football player score a last-minute touchdown) or of no use to anyone in the real world (e.g., defeating a challenging level in Angry Birds).

McGonigal wants to change all that. To make the case for the ambitious assertion found in her book’s subtitle, she focuses on three key points.

  1. Reality is filled with tedious obligations and overwhelming problems that leave human beings feeling bored, powerless, and isolated.
  2. Games are humanity’s most effective tools for fostering engagement, empowerment, motivation, human connection, and a sense of accomplishment.
  3. The same principles that make games so rewarding and addictive can be used to change how we feel about and tackle unpleasant and daunting tasks in the real world—from cleaning our toilets to reducing global energy consumption.

To provide specific strategies for translating the best qualities of a good game to the real world, McGonigal proposes fourteen “fixes” for reality. Almost all of these fixes can be applied to education, and I hope to eventually assemble a group of DePaul faculty to read the book and discuss them further. For now, however, I’d like to focus on one of my favorites: “Meaningful Rewards When We Need Them Most.”

To introduce this fix, McGonigal describes a talk she gave at a conference in which she lamented,

‘If I have one regret in life, it’s that my undead priest is smarter than I am.’ Technically speaking, it’s true: if you were to add up every A I’ve gotten in my real life, from junior high through graduate school, the total still wouldn’t come close to my World of Warcraft character’s intellect stat. Never mind the fact that there’s no score at all for getting smarter once you’re out of school.

McGonigal frequently refers to the motivational power of “leveling up”—a concept commonly found in role-playing games that provides players with progress milestones and encourages them to keep striving for higher levels of expertise. When a player levels up, it means his or her character has accumulated enough experience points to get improved strength, stamina, weapons, or other tools to help the player complete increasingly challenging missions.

In some games, completely leveling up a character can take hundreds of hours of gameplay. Yet players are rarely daunted by these lofty requirements because they are provided with a steady stream of smaller victories and positive feedback as they move closer to their next goal. During her conference talk, McGonigal mentioned that she wished some of this positive reinforcement could be extended to reality, allowing friends and strangers to give her experience points in recognition of her latest achievements. As a result, an audience member at the conference created plusoneme.com. The site bills itself as “gold stars for grownups,” and it provides a simple online tool that allows users to quickly recognize each other whenever someone demonstrates an admirable trait.

Initially, I thought, “What a great idea! Who doesn’t love to be recognized for their efforts? And wouldn’t it be great in an online course? This could make students feel more valued and connected without a big fuss or hokey bonding activities.” I even signed up for an account on plusoneme.com to try it out, but my blind adoration for the site was short-lived. Within a day or two, I opened my mailbox and pulled out the latest issue of The Atlantic. The headline, “How the Cult of Self-Esteem is Ruining Our Kids,” practically leaped off the page.

The text and image on the cover were promoting an article by Lori Gottlieb titled, “How to Land Your Kid in Therapy.” Based on the headline and article title, it should come as no surprise that Gottlieb is one of many pundits blaming the indulgent parenting methods of the last few decades for creating a generation of entitled, neurotic, self-absorbed kids who are now entitled, neurotic, self-absorbed adults. It’s a backlash parade with Amy Chua serving as the Grand Marshal for 2011.

McGonigal seems to agree that most people born around 1980 or later are particularly frustrated and bored with reality. However, instead of blaming parenting trends, she points out that these younger generations have grown up with engaging, empowering games, and that these games have made the shortcomings of reality more obvious and stifling than they have ever felt before. Rather than try to put the genie back in the bottle through humiliation or forcing a toddler to play piano until her fingers bleed, scholars like McGonigal ask, “Is there a way to increase motivation, productivity, and fulfillment by turning the task at hand into a game?”

In McGonigal’s world, the answer is almost always yes. In one example, she notes that she and her husband have used the website Chore Wars to turn everyday household chores into competitive challenges. In the game, chores are assigned various point values, with the most unpleasant tasks receiving the highest number of points. By default, the points that players accumulate in Chore Wars have no material value. In McGonigal’s case, the current high-score holder has the right to choose the music whenever she and her husband drive somewhere together.

McGonigal claims this simple and free reward system has changed the way she and her husband view everyday housekeeping. She says the Chore Wars over-the-top fantasy world, in which users can collect experience points every time they “conjure clean clothes” or “rid the kingdom of toilet bowl stains,” has left her home cleaner than it has ever been. While I doubt that driving-music veto power would motivate me to clean my bathtub, McGonigal does provide more than her own household as a case study. Other users claim that Chore Wars’ has turned their children into an army of competitive cleaning machines, which I’m sure most parents would agree speaks volumes to the power of a little virtual encouragement.

That’s great for McGonigal, who could probably game her way through a root canal, and for kids, who aren’t embarrassed to think of a duster as a magic wand. But what about the rest of us? Can we really use game principles to make completing our grown-up, mundane obligations more gratifying?

At the risk of sounding like an over-indulged millennial, I wouldn¹t mind a little excitement and a virtual gold star once in a while for all my hard work. And I’m not ashamed if it takes a little imagination to get others to participate. After all, fiero is in short supply in these troubled times, particularly here in the land of Scholarshire, where the shadow of the evil Lord Profitus has cast a pall of terror across the land. If all it took was a kind word of praise in ye mystical comment box below for my blogger character to level up, wouldst thou aid me in my quest? Or wouldst thou side with the dark forces and leave me to rot in a cubicle, denied any reason to throw my hands above my head and shake my fists with pride and elation?

Let’s make a game of it and see.

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Building a Box to Think Outside of It: Standardizing Online Content Layout

The Article of the Future project, an initiative of Elsevier, recently released prototypes for the web-based display of research articles in six discipline areas. The templates amazed me with their thoughtful design that allows readers to easily breeze through research articles on the screen. The design is as simple as a three-pane view we usually see on a web page, with the article outline, the content, and the references section. But what strikes me the most is the design philosophy behind the project: to leverage the use of technology to make reading more convenient, efficient, and rewarding, which is the philosophy needed for online-course design.

For example, the layout prototype for a business-management research paper offers a content view with tabs that can expand the layout to include an outline on the left, a context information pane on the right, or both of them, with a single click.

In the content area, the prototype takes full advantage of the multimedia and user-control capacity offered by the web: from graphic animation and video abstracts to interactive charts and diagrams, it offers a full spectrum of options to the readers.

The idea that Elsevier has of building a standardized online layout for research paper coincides with the desire our students have expressed to have a common structure for all of their online courses. In this summer DePaul Online Teaching Series (DOTS) program, during the online student panel discussion, one faculty member asked, if there was one thing that the students could name as the most important for an online course, what would it be? The answers given were: feedback and structure.

While it is quite understandable how important it is for faculty to provide feedback to students they’ve never or rarely met, why would the structure matter?

“So we don’t have to worry about where to find stuff,” the student said.

The “stuff” is the content and the “where” is the structure. If we save students from using their mental power to seek and search for the content, they can then use that mental power for the content itself. And, as Ruth Clark pointed out in her efficacy in learning theory, one critical goal of instructional design is but to achieve the efficacy in learning by reducing the wasted mental power and maximizing its use for the instructional purpose.

Parallel with the Article of the Future project, DePaul’s Faculty Instructional Technology Services (FITS) is moving toward creating a standardized course shell for online and hybrid courses. This master course shell includes not only preloaded menu items and module structure but also built-in content such as orientation, instruction on course navigation, online learning guidelines and expectation, and where to begin with the course.

But if all the courses look the same, will it be like an attack of the clones? What about creativity, innovation, and character?

As an instructor who strives to make every class refreshing, memorable, and profoundly “unique”, the hat that I also wear as an administrator of instructional technology helps me face reality, in which, as Gerry McGovern pointed out, the formality is merely the shell, the content inside of it is the one that is winning us the competitive advantage—whether for a web site or for a course. Besides, a consistent format, as Lee Schulman pointed out during his speech at DePaul Teaching and Learning Conference, is critical for student success. Without a box, no one will be able to think outside it!

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Instructors as User-Experience Designers

In April, Dr. Constance Stanley of the University of Colorado gave a day-long workshop titled “50 Ways to Teach with Impact” to the Chicago Area Faculty Development Network. To my surprise, the workshop presented techniques grounded in user-centered-design best practices. The workshop was geared toward instructors teaching in a face-to-face classroom; however, many of the strategies could easily be transferred to an online class. As a former user-experience analyst and current instructional designer, I found the bent of the workshop to be a welcome integration of these two disciplines.

Whitney Hess wrote the blog post “Guiding Principles for UX Designers” for UX Magazine that went gangbusters in the Twitterverse. Her guiding principles correlate nicely with Dr. Stanley’s “50 Ways to Teach with Impact.” Let’s take a look.

Guiding Principles for UX Designers

50 Ways to Teach with Impact

Understand the underlying problem before attempting to solve it

Pre and post interviews

Make things simple and intuitive

Metacognitive activities throughout course

Acknowledge that the user is not like you

Administer VARK learning-style preference

Have empathy

Realize that the student is bombarded with information and pressure to multitask

By taking the student perspective and needs into consideration, the instructor becomes a user-experience designer of the classroom environment. Dr. Stanley provides numerous techniques that emphasize engaging the student at multiple levels so as to “hook” each student. This is similar to the best designs, which allow users easy and seamless access to a service or product.

Details on Dr. Stanley’s strategies:

Pre and post interviews: To get a feel for the prior knowledge and assumptions of the students, instructors require that students take an online survey with questions about the content at the beginning of the course. With the results, the instructor now “understands the problem.” Tweaking the content and its delivery to make it accessible and engaging for a particular class of students is “attempting to solve the problem.” The post interview gives the student a sense of “where they have come” and gives the instructor valuable feedback on their content-delivery choices or user-experience design.

Metacognitive Activities: Dr. Stanley stated that, “these activities ask the learner to observe ‘the way things are’ versus ‘the way I make them as a learner.’” In other words, students are put into situations that ask them to reflect on their process and understanding of the content. Examples of these types of activities are: self-assessments; selecting from a choice of activities based on their preferred modality of learning; or having a dialogue with peers about their understanding of the content. By creating these opportunities, instructors provide pathways for students to access the content in simple and intuitive ways.

VARK (Visual, Auditory, Read/Write, and Kinesthetic) learning preference assessment:Students and the instructor answer a quick sixteen-item questionnaire to find out their learning preference. The instructor receives the student results anonymously. By knowing the breakdown of learning preferences within a particular class, the instructor can adjust the delivery of the content to meet student needs. In addition, the instructor can be cognizant of his/her own learning preferences so as not to tilt the presentation of content towards that modality; thereby “acknowledging that the user is not like you.” The assessment is available at: http://www.vark-learn.com.

Influx of Information/Multitasking: Being empathetic to the bombardment of information students are faced with via text messages, e-mails, twitter feeds, etc. is essential in understanding the “user.” Designing a course experience that capitalizes on these devices and information streams encourages students to participate, because their frame of reference is being acknowledged. Rather than competing, play along with it. Poll Everywhere presents a content-related question to the student that is answered via text. Instructors can project the real-time results on a screen in the classroom or present them in an online collaborative environment. Multitasking and information overload are part of our students’ realities; so let’s use the very devices and technologies that vie for their attention.

The instructor as a user experience designer—I like that idea. Through the strategies presented by Dr. Stanley, instructors get a sense of the audience, their needs, and their preferences. Using these “specs” to inform the design of content delivery will lead to student engagement and participation. As one of the pioneers of user-experience design Donald Norman said, “Academics get paid for being clever, not for being right.”