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TECHNOLOGY + SOFT SKILLS =
        100 PERCENT
    STUDENT ENGAGEMENT

   Presenters:                                    Elgin Community
                                                       College
Beverly Augustine
 Michael Segreto                                          Elgin, IL




             © 2009 Beverly Augustine & Michael Segreto
Educators’ Use of Technology
► Since 1970s
► Expanded in last decade

► Examples

    • Software
    • Videos
    • Clickers

                                   2
Today’s Technology
► Advanced  PowerPoint
► Used in game format




                           3
Types
► Academic – for learning
► Non-academic – for fun


    Played under rules to
    gain specific objective


                              4
Rationale
     ► Active   learning

     ► Participation


     ► Socialization


     ► Learning   transfer
                             6
Students transfer
• What they learn
• Who they become




                    7
Active Listening
► Focus   on others while they speak

► Wait   your turn to speak

► Ask   for clarification




                                       8
Teamwork
► Contribute   to common goal

► Own   responsibility for team task

► Respond   positively if asked to help




                                          9
Self-
Management
► Self-control

► Self-motivation

► Adaptability




                    10
“In today’s working environment, where
customers and employees are demanding
more, instilling the use of soft skills in your
team members is something you simply
can’t survive without.”
Nicolaides, Carole. “Focus on Soft Skills: A Leadership Wake-up Call”
http://www.businessknowhow.com/growth/softskills.htm.
Accessed February 25, 2009.




                                                                        11
Why CEOs Fail
► Inability        to
  • Place right people in right jobs
  • Fix people problems timely
Bock, Wally. “They May Be Soft Skills, But They’re Real Important.”
http://www.mondaymemo.net/020204/feature.htm.
Accessed February 25, 2009.



                                                                      12
Good soft skills are in fact scarce in the
highly competitive corporate world.
Challa S.S.J. Ram Phani. “The top 60 soft skills that work.”
http://in.rediff.com/getahead/2007/jan/08soft.htm.
Accessed February 23, 2009.




                                                               13
“There are a high number of workplace
cultures that encourage bullying because
of high levels of competition.”
Sarah Tracy, Director of the Project for Wellness and
Work-Life, Arizona State University.
Bryner, Jeanna. “Study Reveals Widespread Office Bully Problem.”
http://www.livescience.com/health/070402_workplace_bully.html.
Accessed February 23, 2009.




                                                                   14
“Bullying, by definition, is escalatory. This
is one of the reasons it’s so difficult to
prevent it, because it usually starts in
really small ways.”
Sarah Tracy, Director of the Project for Wellness and
Work-Life, Arizona State University.
Bryner, Jeanna. “Study Reveals Widespread Office Bully Problem.”
http://www.livescience.com/health/070402_workplace_bully.html.
Accessed February 23, 2009.



                                                                   15
CEOs, Students
► Leaders

 • CEOs lead their companies
 • Students lead their lives

►   Critical decision makers

                               16
Business Communications
                          17
►   18 each of three formats
    • True or False
    • Multiple Choice
    • Fill in the Blank
►   Any number played
    in any order


                               18
Scoring
►   Points each
    • True or False – 1
    • Multiple Choice – 1
    • Fill in the Blank – 2
                                or
►   Not preprogrammed

                                     19
Strengths – 1 of 2
►   Three- or four-member teams
► Each    member chooses task
    • Question caller
    • Answer giver
    • Writer
    • Researcher
                                  21
Strengths – 2 of 2
► Tracking   sheet ensures participation
 • Members called for contribution
 • Contribution confirms (not decides)
   team’s action
► Balancing
          via Triple Play questions,
 bonus round
                                           22
Triple Play Questions
► Two   per format
► Initial team correct
    • Triple points
►   MC or FITB, initial team incorrect
    • Question offered to all other teams
    • If other team(s) correct, triple points
    • If no other team correct, no score
                                                23
Bonus Round
► Last  round
► All teams answer all questions
► Writers confirm answers on paper,
  reveal when asked
► All correct answers score




                                      24
Lifelines
►   “Who Wants to be a Millionaire?”
    adaptation
►   Three per team
    • Individual, One Group, All Groups
►   One per question
                                          25
Lifeline Scoring Scenarios
LIFELINE    TEAM      POINTS
Correct     Accepts   Both
Correct     Rejects   Lifeline
Incorrect   Accepts   Neither
Incorrect   Rejects   Team, if correct
Incorrect   Rejects   Neither, if team is incorrect




                                                      26
Team Setup
►   Random selection
    • Lifelines typed on colored paper slips
    • Slips chosen blindly
►   Paper, dry erase markers provided



                                               27
Timing
►   Initial team – 30 seconds to answer,
    use lifeline
►   If lifeline used – 10 additional seconds
►   Initial team accepts, rejects lifeline’s
    answer

                                               28
Strengths
► Clockwise,
           counterclockwise labeling,
 game playing
► Players’
         engagement, enthusiasm
 spreading within entire class



                                        29
T ogether
E ach
A ccomplishes
M ore
                30
RESULT
100% Participation,
Increased Learning




                      31
TRUE OR                                FILL IN
            MULTIPLE CHOICE
 FALSE                               THE BLANK
 Correct           Correct             Correct
Incorrect   Incorrect (throw out)     Incorrect
             Triple Play, Lifeline     Lifeline




                                                  32
► Reach    variety of learning styles
► Offer   students
 • Experience with technology
 • Opportunity to observe, practice soft skills

► Build,reinforce student comfort of
  course material


                                                  33
► Socially   benefits students
 • Feel better about themselves
 • Reach out more to other students,
   tutors, instructor

► Engages     students in learning

► Provides
         immediate
 feedback to students

                                       34
Student
 Comment – 1 of 2
“Playing this game helps
 us to remember a lot of
 things from the chapter.
 We should do it more
 often.”

                            35
Student Comment – 2 of 2
“Playing the game as a testing review was a
great refresher. To obtain information I need
to see the content in two different ways. I
usually have to figure that out on my own.
The game was a great help, and I thought it
was fun.”


                                                36
Closing Thoughts – 1 of 2
►   Positive addition
     Engage – even require – participation
     Encourage student learning, fun while
     satisfying other stakeholders
     Prepare students for learning they will
     encounter in their professional lives

                                               42
Closing Thoughts – 2 of 2
►   Help faculty
     Focus on learning
     Embrace effective, alternate pedagogies

►   Accept as learning tools rather than
    time fillers
►   Create lifelong learners

                                               43
“The collaborative problem solving, research,
  critical analysis, and diplomatic skills are
  fundamental in today’s society and will
  become increasingly integral in the future.”
Bryant, Todd. “From Age of Empires to Zork: Using Games in the
Classroom.”
http://www.academiccommons.org/commons/essay/gamesinclassroom
Accessed October 28, 2008.




                                                                 44
▶   Bryant, Todd. “From Age of Empires to Zork: Using Games in the Classroom.”
    http://www.academiccommons.org/commons/essay/gamesinclassroom.
    Accessed October 28, 2008.

▶   Cruickshank, D. R. & Telfer, Ross (2001). Classroom Games and Simulations.
    Theory into Practice, 19(1), 75-80.

▶   Kumar, Rita, & Lightner, Robin (2007). Games as an Interactive Classroom
    Technique: Perceptions of Corporate Trainer, College Instructors and Students.
    International Journal of Teaching and Learning in Higher Education, 19(1),
    53-63.




                                                                                     45
▶   Laun, Christina. “Virtual Learning: 25 Best Sims and Games for the Classroom.”
    College@Home.
    http://www.collegeathome.com/blog/2008/06/03/virtual-learning-25-best-
    sims-and-games-for-the-classroom.
    Accessed October 30, 2008.

▶   Robinson, Sherry (2007). “Games, Clickers, and Study Habits: Increasing
    Students’ Motivation to Study and Participate.” Management Review: An
    International Journal, 2(2), 98-111.




                                                                                     46
Questions, comments?
  Please contact us:
baugustine@elgin.edu
 msegreto@elgin.edu
                       47
Thank you for your attention!
                            48

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Technology soft skills

  • 1. TECHNOLOGY + SOFT SKILLS = 100 PERCENT STUDENT ENGAGEMENT Presenters: Elgin Community College Beverly Augustine Michael Segreto Elgin, IL © 2009 Beverly Augustine & Michael Segreto
  • 2. Educators’ Use of Technology ► Since 1970s ► Expanded in last decade ► Examples • Software • Videos • Clickers 2
  • 3. Today’s Technology ► Advanced PowerPoint ► Used in game format 3
  • 4. Types ► Academic – for learning ► Non-academic – for fun Played under rules to gain specific objective 4
  • 5. Rationale ► Active learning ► Participation ► Socialization ► Learning transfer 6
  • 6. Students transfer • What they learn • Who they become 7
  • 7. Active Listening ► Focus on others while they speak ► Wait your turn to speak ► Ask for clarification 8
  • 8. Teamwork ► Contribute to common goal ► Own responsibility for team task ► Respond positively if asked to help 9
  • 10. “In today’s working environment, where customers and employees are demanding more, instilling the use of soft skills in your team members is something you simply can’t survive without.” Nicolaides, Carole. “Focus on Soft Skills: A Leadership Wake-up Call” http://www.businessknowhow.com/growth/softskills.htm. Accessed February 25, 2009. 11
  • 11. Why CEOs Fail ► Inability to • Place right people in right jobs • Fix people problems timely Bock, Wally. “They May Be Soft Skills, But They’re Real Important.” http://www.mondaymemo.net/020204/feature.htm. Accessed February 25, 2009. 12
  • 12. Good soft skills are in fact scarce in the highly competitive corporate world. Challa S.S.J. Ram Phani. “The top 60 soft skills that work.” http://in.rediff.com/getahead/2007/jan/08soft.htm. Accessed February 23, 2009. 13
  • 13. “There are a high number of workplace cultures that encourage bullying because of high levels of competition.” Sarah Tracy, Director of the Project for Wellness and Work-Life, Arizona State University. Bryner, Jeanna. “Study Reveals Widespread Office Bully Problem.” http://www.livescience.com/health/070402_workplace_bully.html. Accessed February 23, 2009. 14
  • 14. “Bullying, by definition, is escalatory. This is one of the reasons it’s so difficult to prevent it, because it usually starts in really small ways.” Sarah Tracy, Director of the Project for Wellness and Work-Life, Arizona State University. Bryner, Jeanna. “Study Reveals Widespread Office Bully Problem.” http://www.livescience.com/health/070402_workplace_bully.html. Accessed February 23, 2009. 15
  • 15. CEOs, Students ► Leaders • CEOs lead their companies • Students lead their lives ► Critical decision makers 16
  • 17. 18 each of three formats • True or False • Multiple Choice • Fill in the Blank ► Any number played in any order 18
  • 18. Scoring ► Points each • True or False – 1 • Multiple Choice – 1 • Fill in the Blank – 2 or ► Not preprogrammed 19
  • 19. Strengths – 1 of 2 ► Three- or four-member teams ► Each member chooses task • Question caller • Answer giver • Writer • Researcher 21
  • 20. Strengths – 2 of 2 ► Tracking sheet ensures participation • Members called for contribution • Contribution confirms (not decides) team’s action ► Balancing via Triple Play questions, bonus round 22
  • 21. Triple Play Questions ► Two per format ► Initial team correct • Triple points ► MC or FITB, initial team incorrect • Question offered to all other teams • If other team(s) correct, triple points • If no other team correct, no score 23
  • 22. Bonus Round ► Last round ► All teams answer all questions ► Writers confirm answers on paper, reveal when asked ► All correct answers score 24
  • 23. Lifelines ► “Who Wants to be a Millionaire?” adaptation ► Three per team • Individual, One Group, All Groups ► One per question 25
  • 24. Lifeline Scoring Scenarios LIFELINE TEAM POINTS Correct Accepts Both Correct Rejects Lifeline Incorrect Accepts Neither Incorrect Rejects Team, if correct Incorrect Rejects Neither, if team is incorrect 26
  • 25. Team Setup ► Random selection • Lifelines typed on colored paper slips • Slips chosen blindly ► Paper, dry erase markers provided 27
  • 26. Timing ► Initial team – 30 seconds to answer, use lifeline ► If lifeline used – 10 additional seconds ► Initial team accepts, rejects lifeline’s answer 28
  • 27. Strengths ► Clockwise, counterclockwise labeling, game playing ► Players’ engagement, enthusiasm spreading within entire class 29
  • 28. T ogether E ach A ccomplishes M ore 30
  • 30. TRUE OR FILL IN MULTIPLE CHOICE FALSE THE BLANK Correct Correct Correct Incorrect Incorrect (throw out) Incorrect Triple Play, Lifeline Lifeline 32
  • 31. ► Reach variety of learning styles ► Offer students • Experience with technology • Opportunity to observe, practice soft skills ► Build,reinforce student comfort of course material 33
  • 32. ► Socially benefits students • Feel better about themselves • Reach out more to other students, tutors, instructor ► Engages students in learning ► Provides immediate feedback to students 34
  • 33. Student Comment – 1 of 2 “Playing this game helps us to remember a lot of things from the chapter. We should do it more often.” 35
  • 34. Student Comment – 2 of 2 “Playing the game as a testing review was a great refresher. To obtain information I need to see the content in two different ways. I usually have to figure that out on my own. The game was a great help, and I thought it was fun.” 36
  • 35. Closing Thoughts – 1 of 2 ► Positive addition Engage – even require – participation Encourage student learning, fun while satisfying other stakeholders Prepare students for learning they will encounter in their professional lives 42
  • 36. Closing Thoughts – 2 of 2 ► Help faculty Focus on learning Embrace effective, alternate pedagogies ► Accept as learning tools rather than time fillers ► Create lifelong learners 43
  • 37. “The collaborative problem solving, research, critical analysis, and diplomatic skills are fundamental in today’s society and will become increasingly integral in the future.” Bryant, Todd. “From Age of Empires to Zork: Using Games in the Classroom.” http://www.academiccommons.org/commons/essay/gamesinclassroom Accessed October 28, 2008. 44
  • 38. Bryant, Todd. “From Age of Empires to Zork: Using Games in the Classroom.” http://www.academiccommons.org/commons/essay/gamesinclassroom. Accessed October 28, 2008. ▶ Cruickshank, D. R. & Telfer, Ross (2001). Classroom Games and Simulations. Theory into Practice, 19(1), 75-80. ▶ Kumar, Rita, & Lightner, Robin (2007). Games as an Interactive Classroom Technique: Perceptions of Corporate Trainer, College Instructors and Students. International Journal of Teaching and Learning in Higher Education, 19(1), 53-63. 45
  • 39. Laun, Christina. “Virtual Learning: 25 Best Sims and Games for the Classroom.” College@Home. http://www.collegeathome.com/blog/2008/06/03/virtual-learning-25-best- sims-and-games-for-the-classroom. Accessed October 30, 2008. ▶ Robinson, Sherry (2007). “Games, Clickers, and Study Habits: Increasing Students’ Motivation to Study and Participate.” Management Review: An International Journal, 2(2), 98-111. 46
  • 40. Questions, comments? Please contact us: baugustine@elgin.edu msegreto@elgin.edu 47
  • 41. Thank you for your attention! 48