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Adventures in Emerging Media:
     An Updated Look at
    Engagement Methods
      in Online Courses
    Emily K. Johnson, Reuben Rogak,
     Rudy McDaniel, Robb Lindgren,
             and Jon Friskics

       University of Central Florida
    Texts & Technology Ph.D. Program

          ekj@knights.ucf.edu
•   Online
•   Survey Course
•   Funded by a two-year grant
•   Elective
•   School of Visual Arts and Design
•   Fall 2010, Fall 2011, and Fall 2012
Introduction
• Continuation of research on student
  preferences in online course design
• Novel aspects of a unique, online course
  taught at UCF in the Fall semester of
  2011 entitled Adventures in Emerging
  Media (AEM) were analyzed
Introduction
Unique course features that were studied:
• An unfolding narrative released to
  students throughout the semester
• Student choice in which course modules
  they wished to complete each week
• Assignments that were tied directly to
  students’ potential careers and job
  interviews
• A game-based achievement system
  (added in Year 2)
Background
Prior research suggests that these elements
increase student motivation and learning:

       •Relevant Tasks
       •Student Agency
       •Student Collaboration
       •Narrative Elements
Unique Course Features

• Assignments
tied directly to
students’ potential
careers and job
interviews
Unique Course Features

• Unfolding narrative – “dream job”
Unique Course Features

• Choice in weekly learning modules
Unique Course Features

• Game-based Achievement System
Badges

“A 'badge' is a symbol or indicator of an
accomplishment, skill, quality or interest. From
the Boy and Girl Scouts…to the more recently
popular geo-location
game, Foursquare, badges have been
successfully used to set goals, motivate
behaviors, represent achievements and
communicate success in many contexts.”

-The Mozilla Foundation and Peer 2 Peer University. “Open Badges for
Lifelong Learning” (2012). Retrieved from:
https://wiki.mozilla.org/images/5/59/OpenBadges-Working-
Paper_012312.pdf
Achievements

Achievements, or earned tokens of
accomplishment, often encourage players
to spend more time within digital systems
(esp. videogames) and to alter their
playing habits in order to unlock particular
types of challenges (e.g., find every coin
in a given area or unlock a particular
puzzle within a certain amount of time).
Rationale for Achievements
Motivate students to engage in behavior linked
to success in online courses such as:
• Completing assignments early
• Answering a peer’s question
• Offering constructive feedback to peers
• Completing more than one module per week
  (only one per week required)
--Constituted a small percent of students’
participation grades.
Achievement Design
Two Types of Achievements


                  • Visible

                  • Hidden
5 Visible Achievements
Awarded for:
• Posting a required introduction on the
  course discussion forum
• Successfully completing the first three
  weeks of the course
• Successfully completing two-thirds of the
  modules
• Successfully completing all required
  modules
• Turning in the Week Twelve Milestone for
  the Final Project
6 Hidden Achievements
Awarded for:
• Being the first person to post a project
  each week
• Answering a peer’s course-related
  question on the discussion forum
• Completing three modules for one week
• Completing four modules for one week
• Watching at least some of each video
  contained in each module for a given
  week
• Turning in a project with exceptional
  detail or technical skill
Achievements Page
Awarding Achievements –
    Instructor View
Design
• Non-experimental
• Descriptive
• Mixed methods
• Likert-scale options yielding quantitative
  data
• Open-ended questions added a qualitative
  approach
• Focus group after semester ended
Survey Participants
• 138 undergraduate students at UCF
  enrolled in Adventures in Emerging Media
  in Fall 2011

• 84 undergraduate students at UCF
  enrolled in a total of four
  other, “traditional” online courses in the
  sciences and humanities completed a
  modified survey
Sample questions for both groups:
   This course has affected the way I think about my
                      career goals.
Strongly Disagree 1 2 3 4 5 6 7 Strongly Agree

      I feel that I benefited from interactions and
   collaborations with other students in this course.
Strongly Disagree 1 2 3 4 5 6 7 Strongly Agree

In the last 8 weeks of this course, how often have you
                 done the following?
        Commented on another student's work
       Very Often – Often – Sometimes – Never
AEM Specific Question Example
What aspects of this course caused you to put more
effort into these assignments, as compared to a
“regular” online course? (Choose all that apply)
 • The ability to choose my learning modules each week.
 • The ability to choose one learning module for grading, AND
   go back to take additional modules with "no pressure."
 • A story that unfolds in pieces over the period of the course
   (the "dream job" scenario).
 • The relevancy of assignments designed to help me get a
   job after graduation.
 • Having my work recognized in some way (like on the
   "Achieve" page).
 • The ability to share my work with peers.
 • The ability to critique the work of my peers.
 • The ability to have my work critiqued by peers.
Design
• Responses of students from the AEM
  course and the four other courses were
  compared to analyze student perception
  and behavior between the two types of
  courses.
Achievements
                                               Pearson
      Variable 1             Variable 2       Correlation   Significance (p)
                                                  (r)

Comfort with          Motivated to Receive
                                                 .228            .010*
Technology (1 to 7)   Achievements (1 to 7)

Number of Gaming      Motivated to Receive
                                                 .172            .057
Hours per Week        Achievements (1 to 7)




   • Pre-Survey: Badge system motivating particularly
     for those who were comfortable with technology and
     games
Achievements
    Felt Achievement System Had                   Motivated by Other Students
      Positive Impact on Course                    Receiving Achievements
               7 = Strongly Agree                         7 = Strongly Agree


7                                             7


6                                             6


5                                             5


4                                             4


3                                             3


2                                             2


1                                             1


0                                             0

       Males                        Females           Males               Females
Achievements
                                                                 Pearson
         Variable 1                   Variable 2                                Significance (p)
                                                              Correlation (r)
Felt Achievement System    Discussed Ideas Outside of Class
                                                                   .175              .040*
Was Positive (1 to 7)      (1 to 7)
Worked Harder To Receive
                           Commented On Other Students’
Achievements                                                       .217              .010*
                           Work (1 to 7)
(1 to 7)
Worked Harder To Receive   Amount Of Time Spent
Achievements               Collaborating With Other                .242             .004**
(1 to 7)                   Students
Seeing Others Get
                           Total Number Hours Spend On
Achievements Was                                                   .158              .064
                           Course Per Week
Motivating (1 to 7)


 • Post-Survey: Positive feelings about achievement system
   were correlated with other positive feelings in the course
Student Attitudes

•   AEM Favorite Aspect: Course Design

• Other Positive Responses:
   Choice in learning modules
   Ability to take additional modules
    without being tested on them
   Relevancy of assignments
Commented on peers’ work




          AEM
Commented on peers’ work




    Other Online Courses
Results: Likert Statements
                                        AEM    Other
Challenging Course                      5.25    4.87
Learned Interesting Things              5.52    6.45
Meaningful Assignments                  4.95    6.24
Benefitted from Student Collaboration   4.45    5.52
Tried to do well                        5.93   6.42
Proud of work                           5.70   5.37
Affected career goals                   4.62   5.10
Recommend to a friend                   5.05   6.31
Interest in similar course design       5.07   6.00

    • No notable differences
Results
Aspects you would like to see in other courses:
• Choice of learning modules each week: 79%
• The ability to take additional modules without
  being tested on them: 64%
• Relevancy of assignments: 55%
• Have work critiqued by peers: 53%
• Share work with peers: 49%
• Ability to critique the work of peers: 44%
• Have work recognized: 38%
• Unfolding story: 28%
Results
Aspects that caused you to put forth more effort:
• Choice of learning modules each week: 54%
• Relevancy of assignments: 39%
• Peers critiquing your work: 41%
• Sharing work with peers: 37%
• Ability to take additional modules without
  being tested on them: 36%
• Ability to critique the work of peers: 32%
• Having my work recognized: 30%
• Unfolding story: 14%
Discussion
• AEM students- higher frequency of
  collaboration

• Research suggests that collaboration is
  important

• Worthwhile to incorporate aspects of this
  course lending themselves to collaboration
  into other online courses.
Discussion
• Little difference was seen in Likert-scale
  averages between AEM & other courses

• This could be due to the nature of
  education at this level
    • Course selection
    • Intrinsically motivated
    • Understand importance of
       assignments
Discussion
• Interesting gender patterns in achievement
  opinions – Are badges more motivating to
  females? Was the design similar to social
  games, which females tend to prefer?
• AEM students indicated a desire to see
  many of the unique features implemented
  in future online courses
• Some factors to consider when designing a
  course
Discussion: Future Research
• Similar course in different fields of study
• Determine most effective features
• Investigate effects on skill mastery
Intended Improvements

• Improving narrative coherence;
  including student input
• Updating digital creation guidelines
• New module creation and improved
  test creation system
• Updating the look-and-feel of the site
References
Beldarrain, Y. (2006). Distance education trends: Integrating new
        technologies to foster student interaction and collaboration.
        Distance Education, 27(2), 139-153.
Caine, R. N., & Caine, G. (1991). Making Connections: Teaching
        and the human brain. Alexandria, VA: Association for
        Supervision and Curriculum Development.
Cameron, J. a. P., W. D. (2002). Rewards and intrinsic motivation:
        Resolving the controversy. Westport, Connecticut: Bergin &
        Garvey.
Carr, D. (1986). Narrative and the real world: An argument for
        continuity. History and Theory, 25(2), 117-131.
Deci, E. L. & Ryan, R. M. (1990). Intrinsic motivation and self-
        determination in human behavior. New York: Plenum.
Keller, J., & Suzuki, K. (2004). Learner motivation and e-learning
        design: A multinationally validated process. Journal of
        Educational Media, 29(3), 229-239.
References
Lauritzen, C. a. J. M. (1997). Integrating learning through story:
       The narrative curriculum. Albany, N.Y: Delmar Publishers.
Lindgren, R. & McDaniel, R. (in press). Transforming online
     learning through narrative and student agency.
     Educational Technology & Society.
Liu, N. F., & Carless, D. (2006). Peer feedback: The learning
         element of peer assessment. Teaching in Higher
         Education, 11(3), 279-290.
McCombs, B. L., Whisler, Jo Sue. (1997). The learner-centered
         classroom and school: Strategies for increasing student
         motivation and achievement. San Francisco, CA: Jossey-
         Bass.
Palloff, R., & Pratt, K. (2000). Making the transition: Helping
         teachers to teach online. EDUCAUSE: Thinking it through.
         Nashville, Tennessee.
References
Passe, J. (1996). When students choose content: A guide to
        increasing motivation, autonomy, and achievement.
        Thousand Oaks, CA: Corwin Press.
Patall, E. A., Cooper, H., & Wynn, S. R. (2010). The effectiveness
        and relative importance of choice in the classroom. Journal
        of Educational Psychology, 102(4), 896.
Radovan, M. (2011). The relation between distance students'
        motivation, their use of learning strategies, and academic
        success. The Turkish Online Journal of Educational
        Technology, 10(1), 216-222.
Varma, S., McCandliss, B. D., & Schwartz, D. L. (2008). Scientific
        and pragmatic challenges for bridging education and
        neuroscience. Educational Researcher, 37(3), 140-152.


              ekj@knights.ucf.edu

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Adventures in Emerging Media-AECT

  • 1. Adventures in Emerging Media: An Updated Look at Engagement Methods in Online Courses Emily K. Johnson, Reuben Rogak, Rudy McDaniel, Robb Lindgren, and Jon Friskics University of Central Florida Texts & Technology Ph.D. Program ekj@knights.ucf.edu
  • 2. Online • Survey Course • Funded by a two-year grant • Elective • School of Visual Arts and Design • Fall 2010, Fall 2011, and Fall 2012
  • 3. Introduction • Continuation of research on student preferences in online course design • Novel aspects of a unique, online course taught at UCF in the Fall semester of 2011 entitled Adventures in Emerging Media (AEM) were analyzed
  • 4. Introduction Unique course features that were studied: • An unfolding narrative released to students throughout the semester • Student choice in which course modules they wished to complete each week • Assignments that were tied directly to students’ potential careers and job interviews • A game-based achievement system (added in Year 2)
  • 5. Background Prior research suggests that these elements increase student motivation and learning: •Relevant Tasks •Student Agency •Student Collaboration •Narrative Elements
  • 6. Unique Course Features • Assignments tied directly to students’ potential careers and job interviews
  • 7. Unique Course Features • Unfolding narrative – “dream job”
  • 8. Unique Course Features • Choice in weekly learning modules
  • 9. Unique Course Features • Game-based Achievement System
  • 10. Badges “A 'badge' is a symbol or indicator of an accomplishment, skill, quality or interest. From the Boy and Girl Scouts…to the more recently popular geo-location game, Foursquare, badges have been successfully used to set goals, motivate behaviors, represent achievements and communicate success in many contexts.” -The Mozilla Foundation and Peer 2 Peer University. “Open Badges for Lifelong Learning” (2012). Retrieved from: https://wiki.mozilla.org/images/5/59/OpenBadges-Working- Paper_012312.pdf
  • 11. Achievements Achievements, or earned tokens of accomplishment, often encourage players to spend more time within digital systems (esp. videogames) and to alter their playing habits in order to unlock particular types of challenges (e.g., find every coin in a given area or unlock a particular puzzle within a certain amount of time).
  • 12. Rationale for Achievements Motivate students to engage in behavior linked to success in online courses such as: • Completing assignments early • Answering a peer’s question • Offering constructive feedback to peers • Completing more than one module per week (only one per week required) --Constituted a small percent of students’ participation grades.
  • 14. Two Types of Achievements • Visible • Hidden
  • 15. 5 Visible Achievements Awarded for: • Posting a required introduction on the course discussion forum • Successfully completing the first three weeks of the course • Successfully completing two-thirds of the modules • Successfully completing all required modules • Turning in the Week Twelve Milestone for the Final Project
  • 16. 6 Hidden Achievements Awarded for: • Being the first person to post a project each week • Answering a peer’s course-related question on the discussion forum • Completing three modules for one week • Completing four modules for one week • Watching at least some of each video contained in each module for a given week • Turning in a project with exceptional detail or technical skill
  • 18. Awarding Achievements – Instructor View
  • 19. Design • Non-experimental • Descriptive • Mixed methods • Likert-scale options yielding quantitative data • Open-ended questions added a qualitative approach • Focus group after semester ended
  • 20. Survey Participants • 138 undergraduate students at UCF enrolled in Adventures in Emerging Media in Fall 2011 • 84 undergraduate students at UCF enrolled in a total of four other, “traditional” online courses in the sciences and humanities completed a modified survey
  • 21. Sample questions for both groups: This course has affected the way I think about my career goals. Strongly Disagree 1 2 3 4 5 6 7 Strongly Agree I feel that I benefited from interactions and collaborations with other students in this course. Strongly Disagree 1 2 3 4 5 6 7 Strongly Agree In the last 8 weeks of this course, how often have you done the following? Commented on another student's work Very Often – Often – Sometimes – Never
  • 22. AEM Specific Question Example What aspects of this course caused you to put more effort into these assignments, as compared to a “regular” online course? (Choose all that apply) • The ability to choose my learning modules each week. • The ability to choose one learning module for grading, AND go back to take additional modules with "no pressure." • A story that unfolds in pieces over the period of the course (the "dream job" scenario). • The relevancy of assignments designed to help me get a job after graduation. • Having my work recognized in some way (like on the "Achieve" page). • The ability to share my work with peers. • The ability to critique the work of my peers. • The ability to have my work critiqued by peers.
  • 23. Design • Responses of students from the AEM course and the four other courses were compared to analyze student perception and behavior between the two types of courses.
  • 24. Achievements Pearson Variable 1 Variable 2 Correlation Significance (p) (r) Comfort with Motivated to Receive .228 .010* Technology (1 to 7) Achievements (1 to 7) Number of Gaming Motivated to Receive .172 .057 Hours per Week Achievements (1 to 7) • Pre-Survey: Badge system motivating particularly for those who were comfortable with technology and games
  • 25. Achievements Felt Achievement System Had Motivated by Other Students Positive Impact on Course Receiving Achievements 7 = Strongly Agree 7 = Strongly Agree 7 7 6 6 5 5 4 4 3 3 2 2 1 1 0 0 Males Females Males Females
  • 26. Achievements Pearson Variable 1 Variable 2 Significance (p) Correlation (r) Felt Achievement System Discussed Ideas Outside of Class .175 .040* Was Positive (1 to 7) (1 to 7) Worked Harder To Receive Commented On Other Students’ Achievements .217 .010* Work (1 to 7) (1 to 7) Worked Harder To Receive Amount Of Time Spent Achievements Collaborating With Other .242 .004** (1 to 7) Students Seeing Others Get Total Number Hours Spend On Achievements Was .158 .064 Course Per Week Motivating (1 to 7) • Post-Survey: Positive feelings about achievement system were correlated with other positive feelings in the course
  • 27. Student Attitudes • AEM Favorite Aspect: Course Design • Other Positive Responses:  Choice in learning modules  Ability to take additional modules without being tested on them  Relevancy of assignments
  • 29. Commented on peers’ work Other Online Courses
  • 30. Results: Likert Statements AEM Other Challenging Course 5.25 4.87 Learned Interesting Things 5.52 6.45 Meaningful Assignments 4.95 6.24 Benefitted from Student Collaboration 4.45 5.52 Tried to do well 5.93 6.42 Proud of work 5.70 5.37 Affected career goals 4.62 5.10 Recommend to a friend 5.05 6.31 Interest in similar course design 5.07 6.00 • No notable differences
  • 31. Results Aspects you would like to see in other courses: • Choice of learning modules each week: 79% • The ability to take additional modules without being tested on them: 64% • Relevancy of assignments: 55% • Have work critiqued by peers: 53% • Share work with peers: 49% • Ability to critique the work of peers: 44% • Have work recognized: 38% • Unfolding story: 28%
  • 32. Results Aspects that caused you to put forth more effort: • Choice of learning modules each week: 54% • Relevancy of assignments: 39% • Peers critiquing your work: 41% • Sharing work with peers: 37% • Ability to take additional modules without being tested on them: 36% • Ability to critique the work of peers: 32% • Having my work recognized: 30% • Unfolding story: 14%
  • 33. Discussion • AEM students- higher frequency of collaboration • Research suggests that collaboration is important • Worthwhile to incorporate aspects of this course lending themselves to collaboration into other online courses.
  • 34. Discussion • Little difference was seen in Likert-scale averages between AEM & other courses • This could be due to the nature of education at this level • Course selection • Intrinsically motivated • Understand importance of assignments
  • 35. Discussion • Interesting gender patterns in achievement opinions – Are badges more motivating to females? Was the design similar to social games, which females tend to prefer? • AEM students indicated a desire to see many of the unique features implemented in future online courses • Some factors to consider when designing a course
  • 36. Discussion: Future Research • Similar course in different fields of study • Determine most effective features • Investigate effects on skill mastery
  • 37. Intended Improvements • Improving narrative coherence; including student input • Updating digital creation guidelines • New module creation and improved test creation system • Updating the look-and-feel of the site
  • 38. References Beldarrain, Y. (2006). Distance education trends: Integrating new technologies to foster student interaction and collaboration. Distance Education, 27(2), 139-153. Caine, R. N., & Caine, G. (1991). Making Connections: Teaching and the human brain. Alexandria, VA: Association for Supervision and Curriculum Development. Cameron, J. a. P., W. D. (2002). Rewards and intrinsic motivation: Resolving the controversy. Westport, Connecticut: Bergin & Garvey. Carr, D. (1986). Narrative and the real world: An argument for continuity. History and Theory, 25(2), 117-131. Deci, E. L. & Ryan, R. M. (1990). Intrinsic motivation and self- determination in human behavior. New York: Plenum. Keller, J., & Suzuki, K. (2004). Learner motivation and e-learning design: A multinationally validated process. Journal of Educational Media, 29(3), 229-239.
  • 39. References Lauritzen, C. a. J. M. (1997). Integrating learning through story: The narrative curriculum. Albany, N.Y: Delmar Publishers. Lindgren, R. & McDaniel, R. (in press). Transforming online learning through narrative and student agency. Educational Technology & Society. Liu, N. F., & Carless, D. (2006). Peer feedback: The learning element of peer assessment. Teaching in Higher Education, 11(3), 279-290. McCombs, B. L., Whisler, Jo Sue. (1997). The learner-centered classroom and school: Strategies for increasing student motivation and achievement. San Francisco, CA: Jossey- Bass. Palloff, R., & Pratt, K. (2000). Making the transition: Helping teachers to teach online. EDUCAUSE: Thinking it through. Nashville, Tennessee.
  • 40. References Passe, J. (1996). When students choose content: A guide to increasing motivation, autonomy, and achievement. Thousand Oaks, CA: Corwin Press. Patall, E. A., Cooper, H., & Wynn, S. R. (2010). The effectiveness and relative importance of choice in the classroom. Journal of Educational Psychology, 102(4), 896. Radovan, M. (2011). The relation between distance students' motivation, their use of learning strategies, and academic success. The Turkish Online Journal of Educational Technology, 10(1), 216-222. Varma, S., McCandliss, B. D., & Schwartz, D. L. (2008). Scientific and pragmatic challenges for bridging education and neuroscience. Educational Researcher, 37(3), 140-152. ekj@knights.ucf.edu