Photo by Sarah Kilian on Unsplash.

This is the paradox of failure in games. It can be stated like this:

  1. We generally avoid failure.
  2. We experience failure when playing games.
  3. We seek out games, although we will experience something that we normally avoid. (Juul, p. 2)

As a continuation from my last blog post considering grades and Self-Determination Theory, I wanted to take a brief side-quest into considering what it means to experience failure. Jesper Juul’s The Art of Failure: An Essay on the Pain of Playing Video Games will provide the main outline and material for this post, while I add what lessons we might learn about feedback and course design in online settings.

Dealing with Failure

Juul outlines how games communicate through feedback using the theory of Learned Helplessness. Specifically, he focuses on Weiner’s attribution theory, which has three dimensions:

  1. Internal vs. External Failure
    1. Internal: The failure is the fault of the player. “I don’t have the skills to defeat this enemy right now.”
    2. External: The failure is the fault of the game. “The camera moved in a way that I couldn’t see or control and resulted in a game over.”
  2. Stable vs. Unstable Failure
    1. Stable: The failure will be consistent. No recognition of experience gained or improvement. “No matter what I do, I can’t get past this challenge.”
    2. Unstable: The failure is temporary. There is a possibility for future success. “I can improve and try again.”
  3. Global vs. Specific Failure
    1. Global: There is a general inability preventing success. “I am not good at playing video games.”
    2. Specific: Poor performance does not reflect on our general abilities or intelligence. “I’m not good at flight simulators, but that doesn’t mean I’m bad at all video games.”

In general, a combination of Internal+Stable+Global failure feedback would contribute most strongly toward a player adopting a learned helplessness mindset. There is a potential parallel here with course design: when a student does not do well on an assessment, what kind of feedback are they receiving? In particular, are they receiving signals that there is no opportunity for improvement (stable failure) and that it shows a general inability at the given task (global failure)? Designing assessments so that setbacks are unstable (offer multiple attempts and a way for students to observe their own improvement over time) and communicating specific skills to improve (make sure feedback pinpoints how a student could improve) would help students bounce back from a “game over” scenario. But what about internal vs. external failure? For Juul, “this marks another return of the paradox of failure: it is only through feeling responsible for failure (which we dislike) that we can feel responsible for escaping failure (which we like)” (p. 54). This importance of internal failure aligns with what we know about metacognition (Berthoff, “Dialectical notebooks and the audit of meaning”) and the numerous benefits of reflection in learning.

Succeeding from Failure

Now that we have an idea on how we deal with failure, let’s consider how we can turn that failure into success! “Games then promise players the possibility of success through three different kinds of fairness or three different paths: skill, chance, and labor” (Juul, p. 74):

  1. Skill: Learning through failure, emphasis on improvement with each attempt. (This is also very motivating by being competence-supportive!)
  2. Chance: We try again to see if we get lucky.
  3. Labor: Incremental progress on small tasks accumulates more abilities and items that persist through time and multiple play sessions. Emphasis here is on incremental growth over time through repetition. (Animal Crossing is a great example.) (This path is also supported by Dweck’s growth mindset.)

Many games reward players for all three of these paths to success. In an online course, allowing flexibility in assignment strategies can help students explore different routes to success. For example, a final project could allow for numerous format types, like a paper, podcast, video tutorial, interactive poster, etc. that students choose strategically based on their own skills and interests. Recognizing improvement will help students with their skills and helping students establish a routine of smaller, simpler tasks that build over an entire course can help them succeed through labor. Chance is an interesting thing to think about in terms of courses, but I like to think of this as it relates to content. Maybe a student “gets lucky” by having a discussion topic align with their final project topic, for example. For the student in that example, that discussion would come easier to them by chance. Diversifying content and assignment types can help different individuals and groups of students feel like they have “lucky” moments in a course.

Reflecting on Failure

Finally, how do games give us the opportunity to reflect on our successes and failures during gameplay? Juul outlines three types of goals that “make failure personal in a different way and integrates a game into our life in its own way” (pp. 86–87):

  1. Completable Goal: Often the result of a linear path and has a definite end.
    1. These can be game- or player-created. (i.e., Game-Driven: Defeat the ghost haunting the castle. Player-Driven: I want to defeat the ghost without using magic.)
  2. Transient Goal: Specific, one-time game sessions with no defined end, but played in rounds. (e.g., winning or losing a single round of Mario Kart.)
  3. Improvement Goal: Completing a personal best score, where a new high score sets a new goal.

For Juul, each of these goal-types have different “existential implications: while working toward a completable goal, we are permanently inscribed with a deficiency, and reaching the goal removes that deficiency, perhaps also removing the desire to play again. On the other hand, we can never make up for failure against a transient goal (since a lost match will always be lost), whereas an improvement goal is a continued process of personal progress” (pp. 86–87). When thinking about your courses, what kinds of goals do you design for? Many courses have single-attempt assignments (transient goal), but what if those were designed to be improvement goals, where students worked toward improving on their previous work in a more iterative way that replaced old scores with new and improved scores (improvement goal)? Are there opportunities for students to create their own challenging completable goals?

I hope this post shines a light on some different ways of thinking about assessment design, feedback types, and making opportunities for students to “fail safely” based on how these designs are achieved in gaming. To sum everything up, “skill, labor, and chance make us feel deficient in different ways when we fail. Transient, improvement, and completable goals distribute our flaws, our failures, and successes in different ways across our lifetimes” (Juul, p. 90).

Canvas Survey with Mud Card Questions

New online instructors often express concern about the loss of immediate student feedback they get by teaching in person. These educators count on in-class interaction to help shape their lesson plans in real-time. Student questions, lack of interaction, or even blank looks, help them understand what concepts are difficult for their learners. Others just feel more comfortable with the two-way nature of in-classroom communication.

But teaching in an online environment doesn’t have to be mutually exclusive from gauging student interest and comprehension.

Mud Cards

child in mud puddle in rain boots

I was first introduced to the concept of “Mud Cards” or “Muddiest Points” through an open course MIT offered in Active Learning in College-Level Science and Engineering Courses. The instructor described handing out index cards to each student at the end of class asking students to write down an answer to one or more of a few prompts (MIT OpenCourseWare, 2015).

In an online course, this could easily take the form of a weekly survey that looked something like this:

  • What concept from this week did you find confusing?
  • Is there anything you found particularly compelling?
  • What would you like to know more about?

Potential Benefits

The answers received have multiple potential benefits. First of all, instructors will get to look for trends in a particular class.

  • Are learners missing something central to a course learning outcome?
  • Is there a concept they need additional resources to master prior to an upcoming exam?
  • What excites them the most?

Getting this information weekly can provide information that is normally gathered during in-class interactions. It may even be more informative, as participation is likely to be higher (or can be incentivized through participation points). This feedback can be used to add content, perhaps through an announcement at the beginning of the next unit, addressing any common problems students reported. It can also help improve the content or activities for the next iteration of the online course.

The second benefit of an activity like this one is that it is an easy way to introduce active learning to your online course. Active learning, with origins in Constructivism, includes the idea that students build knowledge through “doing things and thinking about what they are doing.”

Rather than passively watching narrated slide-based lectures or videos, or completing assigned readings, they are asked to think about what is being taught to them. Each student, by reflecting on questions like the examples above, takes some responsibility for their own mastery of the content.

3-2-1 (a similar tool)

I recently attended the keynote at the Oregon state Ecampus Virtual Faculty Forum by Tracey Tokuhama-Espinosa (Tokuhama-Espinosa, 2020). At the beginning of her presentation, she told all of us we were going to be asked to email her our “3-2-1.” A 3-2-1, she defined as:

  • Three things that are new to me
  • Two things so interesting I will continue to research or share with someone else
  • One thing I will change about my practices based on the information shared today

Even though I was very familiar with the underlying pedagogical practice she was leveraging, I paid significantly more attention than I would have otherwise to an online presentation. I wanted to come up with something helpful to say. To be honest, suffering from COVID related ZOOM fatigue, it also made sense to ensure the hour of my time resulted in something actionable.

A Word of Caution

The use of a tool like the Mud Cards or 3-2-1 will be successful only if used consistently and students see the results of their efforts. If not introduced early and repeated regularly, students won’t develop the habit of consuming content through the lens of reflecting on their own learning. Similarly, students who never see a response to their input, through a summary or additional explanations, will get the message that their feedback is not important and lose the incentive to continue to provide it.

Conclusion

Introducing a reflection activity like those suggested is a simple, quick way to incorporate active learning into a course while simultaneously filling a void instructors sometimes miss through being able to ask questions of their students in a classroom.

Canvas allows for building anonymous graded or ungraded surveys in which a weekly activity like this would be easy to link to in a list of tasks for a unit of study. It is a low development effort on the part of the instructor, and participation from students shouldn’t take more than 5 minutes.

I will link below to some of the resources mentioned that discuss the use and benefits of Mud Cards and active learning in instruction. If you try it out in an online course, I would love to hear how it works for you.

Resources


Rainboots photo by Daiga Ellaby on Unsplash

Do you ever get the sense that students posting in their online discussions haven’t really engaged with the reading materials for that week? One way to encourage active engagement with course readings is to have students annotate directly in the article or textbook chapter that they are assigned. While it is common to see students annotating in their paper copies of their textbooks or readings, these aren’t easily shared with their peers or instructor. Of course, students could snap a photo of their handwritten annotations and upload that as a reading assignment task, though that does require additional steps on the part of both the student and instructor, and there is no interaction with others in the course during that process. However, it is possible to have students annotate their readings completely online, directly in any article on the web or in their ebook textbook. With this process, the annotations can also be seen by others in the course, if desired, so that students can discuss the reading all together or in small groups as they are reading an article or book chapter online. The benefit to this type of annotation online includes components of active learning, increased student interaction, and accountability for students in engaging with the course materials.

Active Learning

The shift to active learning is a bit like going from watching a soccer game on TV to playing a soccer game. Likewise, reading passively and reading to learn are two different activities. One way to get students actively reading to learn is to ask them to make connections from the course materials to their own lives or society, for example, which they then make into annotations in their readings. Annotation tasks require students to take actions and articulate these connections, all without the pressure of a formal assessment. Furthermore, many students arrive at college not knowing how to annotate, so teaching basic annotation practices helps students become more active and effective learners (Wesley, 2012). 

Interaction

“Individuals are likely to learn more when they learn with others than when they learn alone” (Weimer, 2012). Discussion board activities are often where interaction with others in an online course takes place. However, rather than having students refer to a particular reading passage in their discussion board activity, they can simply highlight a passage and type their comments about it right there in the article, no discussion board assignment needed. Others in the course can also read participants’ annotations and reply. With some creative assignment design in Canvas, this can also be set up for small groups. Students may find this type of annotation discussion more authentic and efficient than using a discussion board tool to discuss a reading.

News article embedded in the assignment shows annotations made by specific students with a box to reply
Above, the online news article is embedded in the Canvas assignment. Students simply go to the assignment and can begin annotating. In the image above, a student highlights a passage to show what the annotation refers to. For a collaborative activity, students can reply to any peer’s comment. Alternatively, the instructor can set the annotations to be private, for more independent tasks.

Accountability

A popular way to ensure that students have done the reading is to give them a quiz. However, this is a solitary activity and is higher-stakes than asking students to make targeted annotations throughout a reading. It may make more sense to guide them through a reading with specific annotation tasks. Being explicit about what pieces of the reading students should focus on can help them understand what they need to retain from the reading assignment.

Possible Activities

  • Student-student interaction: Replace a discussion board activity with a collaborative annotation activity where students can annotate the article as they read. Then they can go back later in the week and reply to each other. 
  • Activate prior knowledge: Ask students to include one annotation related to what they already know about this topic.
  • Evaluate sources: Find a pop-science article in your discipline that includes weak support for arguments or claims, for example. Ask students to identify the sources of support in the arguments and challenge the validity of the support. Perhaps they could even be tasked with adding links to reliable sources of support for your discipline in their annotation comments. 

Nuts and Bolts

Two popular annotation tools are Hypothesis and Perusall. I would encourage you to test these out or ask your instructional designer about your needs and whether an annotation tool would be a good fit for your course learning outcomes. 

Resources:

Hypothesis

Perusall

Wesley, C. (2012). Mark It Up. Retrieved from The Chronicle of Higher Education: https://www.chronicle.com/article/Mark-It-Up/135166

Weimer, M. (2012, March 27). Five Key Principles of Active Learning. Retrieved from Faculty Focus: https://www.facultyfocus.com/articles/teaching-and-learning/five-key-principles-of-active-learning/

One of the most common questions I get as an Instructional Designer is, “How do I prevent cheating in my online course?” Instructors are looking for detection strategies and often punitive measures to catch, report, and punish academic cheaters. Their concerns are understandable—searching Google for the phrase “take my test for me,” returns pages and pages of results from services with names like “Online Class Hero” and “Noneedtostudy.com” that promise to use “American Experts” to help pass your course with “flying grades.” 1 But by focusing only on what detection measures we can implement and the means and methods by which students are cheating, we are asking the wrong questions. Instead let’s consider what we can do to understand why students cheat, and how careful course and assessment design might reduce their motivation to do so.

A new study published in Computers & Education identified five specified themes in analyzing the reasons students provided when seeking help from contract cheating services (Amigud & Lancaster, 2019):

  • Academic Aptitude – “Please teach me how to write an essay.”
  • Perseverance – “I can’t look at it anymore.”
  • Personal Issues – “I have such a bad migraine.”
  • Competing Objectives – “I work so I don’t have time.”
  • Self-Discipline – “I procrastinated until today.”

Their results showed that students don’t begin a course with the intention of academic misconduct. Rather, they reach a point, often after initially attempting the work, when the perception of pressures, lack of skills, or lack of resources removes their will to complete the course themselves. Online students may be more likely to have external obligations and involvement in non-academic activities. According to a 2016 study, a significant majority of online students are often juggling other obligations, including raising children and working while earning their degrees (Clinefelter & Aslanian, 2016).

While issues with cheating are never going to be completely eliminated, several strategies have emerged in recent research that focus on reducing cheating from a lens of design rather than one of punishment. Here are ten of my favorite approaches that speak to the justifications identified by students that led to cheating:

  1. Make sure that students are aware of academic support services (Yu, Glanzer, Johnson, Sriram, & Moore, 2018). Oregon State, like many universities, offers writing help, subject-area tutors and for Ecampus students, a Student Success team that can help identify resources and provide coaching on academic skills. Encourage students, leading up to exams or big assessment projects, to reach out during online office hours or via email if they feel they need assistance.
  2. Have students create study guides as a precursor assignment to an exam—perhaps using online tools to create mindmaps or flashcards. Students who are better prepared for assessments have a reduced incentive to cheat. Study guides can be a non-graded activity, like a game or practice quiz, or provided as a learning resource.
  3. Ensure that students understand the benefits of producing their own work and that the assessment is designed to help them develop and demonstrate subject knowledge (Lancaster & Clarke, 2015). Clarify for students the relevance of a particular assessment and how it relates to the weekly and larger course learning outcomes.
  4. Provide examples of work that meets your expectations along with specific evaluation criteria. Students need to understand how they are being graded and be able to judge the quality of their own work. A student feeling in the dark about what is expected from them may be more likely to turn to outside help.
  5. Provide students with opportunities throughout the course to participate in activities, such as discussions and assignments, that will prepare them for summative assessments (Morris, 2018).
  6. Allow students to use external sources of information while taking tests. Assessments in which students are allowed to leverage the materials they have learned from to construct a response do a better job of assessing higher order learning. Memorizing and repeating information is rarely what we hope students to achieve at the end of instruction.
  7. Introduce alternative forms of assessment. Creative instructors can design learning activities that require students to develop a deeper understanding and take on more challenging assignments. Examples of these include recorded presentations, debates, case studies, portfolios, and research projects.
  8. Rather than a large summative exam at the end of a course, focus on more frequent smaller, formative assessments (Lancaster & Clarke, 2015). Provide students with an ongoing opportunity to demonstrate their knowledge without the pressure introduced by a final exam that accounts for a substantial portion of their grade.
  9. Create a course environment that is safe to make and learn from mistakes. Build into a course non-graded activities in which students can practice the skills they will need to demonstrate during an exam.
  10. Build a relationship with students. When instructors are responsive to student questions, provide substantive feedback throughout a course and find other ways to interact with students — they are less likely to cheat. It matters if students believe an instructor cares about them (Bluestein, 2015).

No single strategy is guaranteed to immunize your course against the possibility that a student will use some form of cheating. Almost any type of assignment can be purchased quickly online. The goal of any assessment should be to ensure that students have met the learning outcomes—not to see if we can catch them cheating. Instead, focus on understanding pressures a student might face to succeed in a course, and the obstacles they could encounter in doing so. Work hard to connect with your students during course delivery and humanize the experience of learning online. Thoughtful design strategies, those that prioritize supporting student academic progress, can alleviate the conditions that lead to academic integrity issues.


1 This search was suggested by an article published in the New England Board of Higher Education on cheating in online programs. (Berkey & Halfond, 2015)

References

Amigud, A., & Lancaster, T. (2019). 246 reasons to cheat: An analysis of students’ reasons for seeking to outsource academic work. Computers & Education, 134, 98–107. https://doi.org/10.1016/j.compedu.2019.01.017

Berkey, D., & Halfond, J. (2015). Cheating, student authentication and proctoring in online programs.

Bluestein, S. A. (2015). Connecting Student-Faculty Interaction to Academic Dishonesty. Community College Journal of Research and Practice, 39(2), 179–191. https://doi.org/10.1080/10668926.2013.848176

Clinefelter, D. D. L., & Aslanian, C. B. (2016). Comprehensive Data on Demands and Preferences. 60.

Lancaster, T., & Clarke, R. (2015). Contract Cheating: The Outsourcing of Assessed Student Work. In T. A. Bretag (Ed.), Handbook of Academic Integrity (pp. 1–14). https://doi.org/10.1007/978-981-287-079-7_17-1

Morris, E. J. (2018). Academic integrity matters: five considerations for addressing contract cheating. International Journal for Educational Integrity, 14(1), 15. https://doi.org/10.1007/s40979-018-0038-5

Yu, H., Glanzer, P. L., Johnson, B. R., Sriram, R., & Moore, B. (2018). Why College Students Cheat: A Conceptual Model of Five Factors. The Review of Higher Education, 41(4), 549–576. https://doi.org/10.1353/rhe.2018.0025

What is it?

Image of animator’s face in Character Animator program showing the facial data points used for animation creation.

Facial motion capture (Mo-Cap) is a process that uses a camera to map and track points on the user’s face. Software such as Adobe’sCharacter Animator derive data from the camera to animate cartoon characters in real time. This can greatly reduce the amount of time needed to create an animation and breathes subtle life into the character that would be otherwise difficult to achieve. Character Animator harnesses the power of the webcam to map several parts of the face to the respective parts of the character allowing it to record in real time. This includes your eyebrows, eyes, mouth, and head position. It also intakes audio to change mouth shapes to match what the user is speaking. In addition to the webcam, the user can operate their keyboard to trigger additional movements, effects, and walk motions. All these different aspects combine and give the character a personalized feel.

How does it help?

Image of character being rigged into a puppet showing the mesh and body tags.

Cartoon animations currently do not have a large presence in online learning. This is mostly because they take a long time to create and not everyone has had the resources to create them. Normally, character animation for cartoons requires drawing each frame or using a pose-to-pose process called key framing. With innovative technology such as Character Animator, it greatly reduces the barrier to create cartoon animations for online learning. Each motion of the face records instantly and gives the character life by adding subtle movements to the face and head. The bulk of the work is completed early on to draw, rig, and add triggers to the character, or in this case, the puppet. Once the puppet is set up to record, it is smooth sailing from there. All movements, audio, and facial expressions are recorded in one take; greatly reducing the amount of time for development. However, Character Animator allows you to choose which aspects you want to record, so you can record the eye movements one time, then the eyebrows another time. This is helpful for the perfectionists out there who cannot seem capture it all at once.

How does it work?

To create an animation using Character Animator, there are a handful of stages to complete. The first step is to draw the character in either Photoshop or Illustrator. Next, Character Animator imports the graphics and they are rigged into puppets to prepare for recording. This means the eyes, nose, mouth, etc. are tagged with their respective labels. Also during this time, you can create keyboard triggers. These are animations such as arm movements, walk motions, and more, that the pressing of certain keys on the keyboard triggers the character to perform. After the puppets are prepared, it is time to record. It does not have to be shot perfectly all at once; you can blend the best bits from different recordings into one masterpiece. The last step is to export the character’s recording and composite it into a story using video software such as Premiere Pro or After Effects. Once you achieve the flow of facial Mo-Cap, you can start cranking out animations faster than ever before.

Click Image to View Video

Below is a quick rundown of what it takes to set up a character and how to record it. At the end of the video, there is a sample of multiple characters in one scene.

What does the process look like?

 

Author: Zach Van Stone, Oregon State University Ecampus

game controller on work desk

What can instructional designers learn from video game design? This might seem like a silly question—what do video games have to do with learning? Why might we use video games as an inspiration in pedagogy? As instructional designers, faculty often come to us with a variety of problems to address in their course designs—a lack of student interaction, how to improve student application of a given topic, and many more. While there are many tools at our disposal, I’d like to propose an extra tool belt for our kit: what if we thought more like game designers?

Video games excel at creating engaging and motivating learning environments. Hold on a minute, I hear you saying, video games don’t teach anything! In order for games to onboard players, games teach players how to navigate the “physical” game world, use the game’s controls, identify the rules of what is and is not allowed, interpret the feedback the game communicates about those rules, identify the current outcome, form and execute strategies, and a large variety of other things depending on the game, and that’s usually just the tutorial level!

What is the experience like in a learning environment when students begin an online course? They learn how to navigate the course site, use the tools necessary for the course, identify the assessment directions and feedback, identify the short-term and long-term course outcomes, learn material at a variety of different learning levels, and large variety of other things depending on the class, and that’s usually just the first week or two! Sound familiar? What are some things that video games do well during this on-boarding/tutorial to setup players for success? And how might instructional designers and faculty use these elements as inspiration in their classes?

The following list includes nine tips on how game design tackles tutorial levels and how these designs could be implemented in a course design:

  1. Early tasks are very simple, have low stakes, and feedback for these tasks is often very limited—either “you got it” or “try again”. Consider having some low-stakes assignments early in the course that are pass/fail.
  2. If negative feedback is received (dying, losing a life, failing a level, etc.), it is often accompanied by a hint, never an answer. If you have a MCQ, do not allow students to see the correct answer, but consider adding comments to appear if a student selects an incorrect answer that offers hints.
  3. If negative feedback is received, the game does not move on until the current outcome is achieved. Allow multiple attempts on quizzes or assignments and/or setup prerequisite activities or modules.
  4. Game levels allow for flexible time—different players complete levels at different rates. Design tasks with flexible due dates. Many courses already allow some flexibility for students to complete activities and assessments within weekly modules—can that flexibility be extended beyond a weekly time frame?
  5. Tutorial quests usually have predetermined and clearly communicated outcomes. All objectives are observable by both the game and the player. Create outcomes and rubric conditions/language that are self-assessable, even if the instructor will complete the grading.
  6. Tasks and game levels are usually cumulative in nature and progress using scaffolded levels/activities. Consider breaking up large assignments or activities into smaller, more cumulative parts.
    • For example, the first quest in The Elder Scrolls V: Skyrim is a great example for Nos. 5 and 6 above. It consists of four required objectives and two optional objectives:
      • Make your way to the keep.
      • Enter the Keep with Hadvar or Ralof.
      • Escape Helgen.
      • Find some equipment (Hadvar) / Loot Gunjar’s body (Ralof).
        • Optional: Search a barrel for potions.
        • Optional: Pick the lock of a cage.
  7. There are varying degrees of assumed prior knowledge, but no matter what, everyone participates in the tutorial levels. They are not optional. Consider saving optional “side quests” for later in a course or having an introductory module for everyone, regardless of skill level.
  8. The “tutorial” process usually ends when all skills have been introduced, but some games continue to add new skills throughout, inserting mid-game tutorials when necessary. Return to some of the design ideas on this list if a course introduces new topics throughout.
  9. After a requisite number of skills are mastered and players are able to fully play the game, the only major changes in design are increases in difficulty. These changes in difficulty are usually inline with maintaining a flow state by balancing the amount of challenge to the skill level of the player. As course material and activities increase in difficulty, make sure there are ample opportunities for students to develop their abilities in tandem.

Games are a great model for designing engaging learning experiences, with significant research in psychology and education to back it up. By understanding how games are designed, we can apply this knowledge in our course designs to help make our courses more motivating and engaging for our students.

Additional Resources

Want to know more about the psychology of why these designs work? Start with these resources:

Image of mountaineers with quote by John Dewey.

What is Experiential Learning?

You may have heard the terms experiential education and experiential learning. Both terms identify learning through experience as a foundational understanding. However, experiential learning is associated with individual learning.

Traditionally experience-based learning in higher education has been presented as educational opportunities complimentary to classroom instruction. These experiences might include clinical experiences, cooperative education experiences, apprenticeships, fellowships, field work, volunteerism, study abroad, practicum and internships, service learning, and student teaching experiences. These types of learning experiences are offered in and across many different disciplines (Giesen, 2012). These familiar experiential education programs demonstrate the value of individual experiential learning. But, the question remains: Is experiential learning a viable approach for online instruction?

Understanding the potential for experiential learning for online courses turns upon recognizing experiential learning as a process. The experiential learning process has been described as a cycle of learning (Kolb and Kolb, 2018). The model below illustrates The Experiential Learning Cycle.

Model of experiential learning showing sequence of Concrete Experience, Reflective Observation, Abstract Conceptualization, and Active Experimentation.

Experiential learning is understood as constructive pedagogy approach that is highly student centered. The Experience Learning Cycle begins with a concrete experience of some kind. Commonly we think of this as a real world event. That experience is followed by reflective observation of the experience, abstract conceptualization of what was learned, and the application of new learning via active experimentation. That experimentation is integrated as part of the next concrete experience.

The interactive and progressive nature of the experiential learning cycle is considered a driver of personal growth and development. The dialectics between concrete experience and abstract conceptualization as well as reflective observation and active experimentation are theorized to drive motivation for learning. 

Online Experiential Learning In Practice 

Problem-based learning, case-based learning, and  project-based learning are examples of design models that may include learning via experience in the real world (Bates, 2014). These models are often used as a way of bringing engagement into online instruction. So, if you have been incorporating these models of learning in an online course you are engaged at some level with experiential learning. But, what if you wanted to design an experiential learning assignment that does not fall within one of these models?  What might that look like?

Let’s examine the application of the experiential learning cycle to an online learning experience in a course recently offered through Ecampus at Oregon State University. The asynchronous course, Introduction to Organic Agriculture Systems, is a survey style course with an enrollment of students from Oregon and more distant.

Let’s step through The Cycle of Experiential Learning with an assignment from this course as our sample context. Hopefully it will reveal some insights into both the process of experiential learning and its practice.

1. Concrete Experience

The concrete experience for this course was an organic scavenger hunt assignment that was to be completed in the first week of the course. Although the overt activity of was a guided scavenger hunt the learning experience focus was to begin to learn systems thinking in organic agriculture. This is important to identify, as it is the authentic learning goal of the experiential learning.

As the professor framed this assignment: “This introductory activity will provide you the opportunity to explore organic availability, marketing, and farming in your community.”This concrete experience is the direct experience of organics in the student’s community.

The objectives of the scavenger hunt were to:

  • Identify organic products and marketing techniques that differentiate organic from conventional products
  • Conduct a survey of organic availability in your local store and region
  • Participate in hands-on exploration of different components of the organic system

Students were provided with a detail scavenger hunt instruction set and told to complete there first part of the assignment in a local store using an organic scavenger hunt questionnaire-work sheet. Time estimates for completion of the scavenger hunt was up to three hours at the store site. Completed work sheets were turned in to the instructor.

The key to this assignment is the real life exploration of the local organic system. Although this will be elaborated on in subsequent weeks of the course, this concrete experience will become a touchstone students can reference as they build new knowledge and skills in systems thinking in organic agriculture.

2. Reflective Observation

Part 2 of the scavenger hunt assignment includes independent student work guided by questions that ask about the presence of organic farms in the student’s area, type of organic farms, scale of the farms and evidence of their independent research work.

This element of the assignment encourages students to search for, identify, and reflect upon gaps in the local organic system in their own backyard. This work encourages students to reflect upon their own concrete experience, the quality of their work, and its linkage to understanding systems thinking.

3. Abstract Conceptualization

In week three of the course students were assigned a course discussion to share their findings from the scavenger hunt with peers. Here they compare and contrast their scavenger hunt findings and observations. In particular, students were asked to connect the social, environmental and economic dimensions of sustainability in organic agriculture to their observations taken from the scavenger hunt experience. Additionally students were asked to review other student work from different locals and explore common understandings about organic agriculture systems.

The value of this exercise from an experiential learning perspective is the application of concrete experience to more abstract concepts described by others or found in other agricultural regions. This provides opportunities for the re-conceptualizing of prior experiences with the goal of expanding on the process of organic agriculture systems thinking.

4. Active Experimentation

The Cycle of Experiential Learning rounds out with planning and applying new learning about organic agriculture systems thinking to a future concrete experience. Abstract conceptualization completed in the previous discussion will contribute to the formulation of new questions and ways of examining a local organic agriculture system. Students will likely apply these ideas to ongoing organic agriculture systems thinking in the course. In this way prior reflective observation becomes the root of new questions and predicted results for the next learning experience in organic agriculture systems thinking.
 

Final Thoughts

The final project of this course is the production of an organic systems map that explains the relationships between organic system stages (i.e., production, processing, distribution/marketing, consumption, and waste) and the dimensions of sustainability (ie. social, environmental, and economic).

In order to complete the final project students learn a great deal between their initial scavenger hunt and the final project. Their original concrete experience in systems thinking will likely inform decisions about how to re-apply new organic agriculture systems thinking.

The experiential learning assignment we just examined only works if students perceive that moving through the cycle of experiential learning addresses an authentic learning need. As the course is focused on introducing organic agriculture systems the idea of learning systems thinking makes sense. It captures the fundamental truth of what is expected to be learned (Jacobson, 2017) making the learning appropriate.

What Now?

As you explore the possibility of using experiential learning in your online course it is valuable for you to first consider formulating answers to a number of questions.

  • What is the authentic learning needed?
  • What concrete experience provides students with access to that learning? 
  • How will students carry that concrete experience through the cycle of experiential learning?
  • How will you provide the opportunity for concrete experiences for remote learners in a way that fosters individual learning and contributes to large scale learning in the course?

As you explore experiential learning for your online course revisit the model shared in this article. For help in this process contact your Ecampus instructional designer. They can help focus the key questions and suggest instructional strategies and tools to help you achieve your online experiential learning goals.

 

References

Bates, T. (2014). Can you do experiential learning online? Assessing design models for experiential learning. Retrieved from https://www.tonybates.ca/2014/12/01/can-you-do-experiential-learning-online-assessing-design-models-for-experiential-learning/

Dewey, J. (1938). Experience and Education. New York: Simon and Schuster.

Giesen, J. (2012). Experiential Learning. Faculty Development and Instructional Design Center, Northern Illinois University. Retrieved from https://www.niu.edu/facdev/_pdf/guide/strategies/experiential_learning.pdf

Jacobson, J. (2017). Authenticity in Immersive Design for Education. In Virtual, Augmented, and Mixed Realities (Ch 3). Singapore, Springer Nature.
Retrieved from https://link.springer.com/book/10.1007%2F978-981-10-5490-7

Kolb, A. & Kolb, D. (2018). Eight important things to know about The Experience Learning Cycle. Australian Educational Leader, 40 (3), 8-14.


Experiential Education Resources

Association for Experiential Education
http://www.aee.org/ 

Journal of Experiential Education
http://www.aee.org/publications/jee 

Experience Based Learning Systems Inc.
https://learningfromexperience.com

Experiential Learning & Experiential Education
http://www.wilderdom.com/experiential/

Decorative image: laptop with a screen that shows a portfolio layout

“A well-executed e-portfolio program is an incredible tool for higher education. They provide institutions with authentic assessments of student learning and promote the deeper learning that we want for our students…” -Candyce Reynolds, associate professor, Post-Secondary, Adult, and Continuing Education, School of Education, Portland State University, from PeerReview: Emerging Trends and Key Debates in Undergraduate Education

What Is an E-portfolio?

There are now more ways than ever to showcase one’s work as a student or professional. Long gone are the days of lugging around an actual folder full of plastic sleeves containing paper prints. Today, students and professionals routinely choose electronic contexts to house their best works. This digital context for storing selected pieces is referred to as an electronic portfolio or e-portfolio, and the items in the portfolio are referred to as artifacts.

To best understand what we are talking about when we speak of e-portfolios, let’s start with a definition. As a former instructor of English to speakers of other languages, I find that word etymology opens my eyes to rich context. For example, in this case, “port” is Latin for haven or harbor. And the “folio” part of the word comes from the Latin word “folium,” which means leaf (foliage) or sheet. From these etymological roots, we can think of the word portfolio as translating to a harbor or haven for your sheets of paper, in a sense.

In order to contextualize this definition within a contemporary academic setting, I turn to a working definition of e-portfolios, such as this one from Lorenzo and Ittleson: “An e-portfolio is a digitized collection of artifacts, including demonstrations, resources, and accomplishments that represent an individual, group, community, organization, or institution.” In other words, for our purposes, an e-portfolio is a selection of a student’s best works, displayed in an electronic format.

The electronic portfolio may be used for assessment or to track progress in a course, for example. An e-portfolio may take the form of a number of electronic contexts, including a user-friendly web-based website design (such as Wix), within the modules of a learning management system (LMS) such as Canvas, in video, as docs within a Google Drive folder, or even within a simple pdf document (Lorenzo and Ittleson). In any case, there are two main elements in an e-portfolio: a digital context and a selection of works.

The Benefits: Here Are a Few Things That E-portfolios Can Do:

  • foster learning communities in online graduate programs. – Bolliger, D.U. (2010) Journal of Distance Education
  • encourage independence and self-directed learning (which is an element of Heutagogy, or taking responsibility for one’s own learning as an autonomous, lifelong learner)
  • prompt students (and faculty) to articulate connections among the products of their courses, the overall program or course curriculum, and larger life goals
  • prepare students for applying to graduate programs or employment, which can be highly motivating and engaging for students
  • give students the opportunity to use higher order thinking skills and metacognition when evaluating their own work (or the work of others, as with e-portfolio peer reviews)
  • provide faculty with a rich source of data, which they can use to evaluate the effectiveness of courses or programs

What Students Are Saying

Student voices from The Benefits of E-portfolios for Students and Faculty in Their Own Words:

“I didn’t realize the importance of the work I was doing… all the communication skills I was learning while doing research… When I had a chance to reflect on it and was asked to describe the experience to others in my e-portfolio, I realized that I had learned a lot more than I thought. I was so focused on getting into business school, that if I had not had the space to stop and reflect on my experiences, I would have never known how much I actually gained from everything I did my first year.” Second-year student, University of Michigan

“I feel that the process has enhanced my understanding of the overall higher education experience… I have always felt confused and irritated by the lack of connection between my general education requirements and my core department requirements. I think that the e-portfolio is a great way to link the two… It was encouraging to see that I was attending college for my own personal and professional growth.” Student, Portland State University

Examples of Student E-portfolios & Platforms

  • LaGuardia Community College: Student E-portfolios
  • Pathbrite: An e-portfolio platform
  • Digication: Explore e-portfolios
  • E-portfolios can be as complex as building a website, as in the above examples, or as simple as a group of final essays (or lab reports or other documents) in a digital file folder.

E-portfolios in Your Course

Would you like to include an e-portfolio element in your course but not sure where to start or what tools to use? Talk to your instructional designer to get some ideas about various kinds of e-portfolios and whether an e-portfolio would be a good fit for your course.

Have you used e-portfolios in a course before? How did it go? What tools did you use?

Resources & References

IJeP: International Journal of ePortfolio: http://www.theijep.com/index.html

Barrett, H. [TEDxTalks]. (2010, March 10). TEDxASB – Helen Barrett – 2/25/10 [Video file]. Retrieved from https://youtu.be/ckcSegrwjkA

Bolliger, D.U. (2010). Student perceptions of eportfolio integration in online courses. Retrieved from the Journal of Distance Education: https://www.tandfonline.com/doi/abs/10.1080/01587919.2010.513955

Bowman, J., Lowe, B., Sabourin, K. & Sweet, K. (2016). The use of eportfolios to support metacognitive practice in a first-year writing program. Retrieved from International Journal of ePortfolio: http://www.theijep.com/pdf/IJEP221.pdf

Getman-Eraso, J. & Culkin, K. (2017). Close reading: engaging and empowering history students through document analysis on eportfolio. Retrieved from International Journal of ePortfolio: http://www.theijep.com/pdf/IJEP242.pdf

Kelly-Riley, D., Elliot, N, & Rudniy, A. (2016). An empirical framework for eportfolio assessment. Retrieved from International Journal of ePortfolio: http://www.theijep.com/pdf/IJEP224.pdf

Lorenzo, G. & Ittelson, J. (2005). An overview of e-portfolios [Report]. Retrieved from EDUCAUSE Learning Initiative (ELI) website: https://library.educause.edu/~/media/files/library/2005/1/eli3001-pdf.pdf

Lorenzo, G. & Ittelson, J. (2005). Demonstrating and assessing student learning with e-portfolios [Report]. Retrieved from EDUCAUSE Learning Initiative (ELI) website: https://library.educause.edu/~/media/files/library/2005/1/eli3003-pdf.pdf

Miller, R. & Morgaine, W. (2009). The Benefits of E-portfolios for Students and Faculty in Their Own Words. Retrieved from PeerReview: Emerging Trends and Key Debates in Undergraduate Education: https://www.aacu.org/sites/default/files/files/peerreview/Peer_Review_Winter_2009.pdf

Song, B. & August, B. (2002). Using portfolios to assess the writing of ESL students: a powerful alternative? Retrieved from Journal of Second Language Writing: https://www.sciencedirect.com/science/article/pii/S106037430200053X

Image Source: Pixabay (Creative Commons License)

One of the common ideas instructors have to bolster student-content engagement in a course is to add media. Podcasts are a type of media element that can support learning in a number of ways. It is relatively easy to link to an established podcast. Planning and producing your own podcast is more involved. This post explores the idea of producing a podcast for your online course. Is it something you should consider?

Prior to diving into the value and purpose of podcasts it is useful to understand what a podcast is…and what it isn’t.

The term podcast is a portmanteau of “iPod” and “broadcast”. This blended word says a lot because a podcast is a digital recording that is produced for distribution to a computer or mobile device (e.g., the iPod in 2005). Podcasts are distributed via RSS feeds that users subscribe to. Podcast directories, like iTunes®, allow users to find and subscribe to a podcast. Generally podcasts are episodic and often serial in nature with new episodes delivered automatically to subscribed users as the new content becomes available.

So, you can see a course podcast is more than an audio or video file embedded in an online course that students click on to engage with. In its ideal form, a podcast is a method of delivering course content to a learner’s mobile device via the podcast subscription process. Learners can engage with that content at any time and any place they have their mobile device.

Banner showing cover art from four OSU podcasts
Sample cover art from select Oregon State University podcasts.

Audio, Video, or Enhanced Podcasts

There a three primary formats of podcasts. Links to examples of each type of podcast are provide at the end of this article.

  • Audio: This type of podcast distributes digital audio files to listeners
  • Video (vodcast): This podcast type distributes a digital video file to podcast watchers.
  • Enhanced: The enhanced podcasts distributes a media file that displays images synchronized with audio. 

Instructional Use & Value
With mobile devices pervasive in college audiences, being able to distribute educational content to those devices is very attractive. The use of podcasts in online learning environments is common and spans many disciplines (Supanakor-Davila & Bollinger, 2014). Podcasting has also been applied in traditional college courses (McGarr, 2009) and in graduate teaching (Luna & Cullen, 2011). Fernandez, Sallan and Simo (2015) recognized podcasting as a major phenomenon in education with the primary purpose being the distribution of course content.

The purpose of podcasts in instruction varies by podcast type and author. Podcasts can be used to inform, provide analysis, develop skills and knowledge, motivate, mediate and more (Carvalho et al., 2009). Common types of podcasts produced for educational use include:

  • Informative: Description fo concepts, analysis, synthesis, readings etc.
  • Feedback: Audio or video feed back for student work or group work.
  • Guides: Helpful media content addressing field or practical work, studying, group dynamics and reflective or experiential learning.
  • Authentic: Original media contend such as news, interviews, radio programming and others.

The production of podcasts can be faculty, student, or outside expert driven. Like any good media production it should have excellent production value and a structure to hold attention and enhance learning. Since podcasts are serial in nature shorter media segments are encouraged. Episodes of 15 minutes or less will likely promote better engagement with podcast content. Although a very engaging podcast can be longer.

The benefits of podcasts in online courses are tied to the nature of the media and distribution process. Audio podcast are popular because they can be listened to while doing other tasks. Additionally the speed of media playback can be controlled by the listener. Video podcasts are ideal when visual support is necessary to foster understanding of the course content. As mobile media podcasts may be used to facilitate and support remote field work by students or even tours of remote places. The ability to watch or listen to podcasts via WiFi or downloaded and used on-demand makes podcast a convenient asynchronous media adjunct to an online course.

So, as a course content delivery mechanism podcasts are a unique tool if applied thoughtfully. Understanding podcast types, formats, and their delivery mechanism helps you make better decisions about podcast application.

Research in Action sound wave image.
Visit the Research in Action podcast website at Oregon State University to listen to this episode and see how transcripts are shared.

Accessibility
Making content accessible when using podcast requires some planning and also reflects the nature of the podcast media you plan to use. For audio podcasts it is important to provide transcripts to support all learners. 

Video podcasts are best paired with well synchronized captions. When planning video podcast you may also want to think about providing audio descriptions of content that provides important information that is shown as a visual in the video.

Podcast Consumers: Is This Your Audience?
This is an important question. If you produce a podcast are learners likely to engage with it? Is podcasting on the radar of potential learners?  The Edison Research survey on The Podcast Consumer (2018) indicates that 26% of those surveyed listen to podcasts monthly. The podcasting audience by age shows that  30% of  12-24 year olds, 32% of 25-54 year olds, and 13% of 55 + year olds have listened to a podcast in the last month. Male and female listeners are about evenly split in podcast engagement. Smartphone and other mobile devices make up 76% of podcast listening devices with computers making up 24% of podcast engagement. The top three locations of podcast engagement are at home (82%), followed by in a car/truck (54%), and walking or on foot (41%). Podcasting seems well suited to reach audiences that are remote, mobile, and consume media in an asynchronous fashion. These are also common descriptors of online learning audiences.

A Podcast For Your Course?
If a podcast sounds interesting to you contact your instructional designer at Ecampus. They can help you understand more about this mobile media opportunity and help think through strategies for effective podcast use. They will also work with Ecampus multimedia developers to help facilitate the production and distribution of your podcast. 

So, what do you think? Can you imagine your students engaging with course content as a podcast? Could a podcast work in your online course?

Links to sample podcasts in iTunes

Notes: 

  1. Enhanced podcasts are best viewed on a mobile device although they can be viewed in iTunes once downloaded.
  2. Prior to 2017 educational podcasts were distributed by Apple via iTunes U. With changes in iTunes educational podcasts now appear in the podcast section of iTunes and iTunes U was discontinued.


References

Carvalho, A. A., Aguiar, C., Santos, H., Oliveira, L., Marques, A., & Maciel, R. (2009). Podcasts in higher education: Students’ and lecturers’ perspectives. In A. Tatnall & A. Jones (Eds.), Education and technology for a better world (pp. 417-426). Boston: Springer Berlin Heidelberg. doi:10.1007/978-3- 642-03115-1_44.

Fernandez, V.; Sallan, J.; Simo, Pep. Past, present, and future of podcasting in higher education. In L., Many & Y. Zhao (Eds.). Exploring learning & teaching in higher education pp. 305-330. Berlin: Springer, 2015,.

Luna, Gaye, & Cullen, Deborah. (2011). Podcasting as Complement to Graduate Teaching: Does It Accommodate Adult Learning Theories? International Journal of Teaching and Learning in Higher Education, 23(1), 40-47.

McGarr, Oliver. (2009). A Review of Podcasting in Higher Education: Its Influence on the Traditional Lecture. Australasian Journal of Educational Technology, 25(3), 309-321.

Supanakorn-Davila, S., & Bolliger, D. (2014). Instructor Utilization Of Podcasts In The Online Learning Environment. Journal of Online Learning and Teaching, 10(3), N/a.

Webster, T. (2018). The Podcast Consumer. Retrieved from http://www.edisonresearch.com/podcast-consumer-2018/

 

On May 2nd, Ecampus held our annual Faculty Forum which showcases the outstanding work that OSU is doing in online education. Sixteen interactive sessions allowed faculty the opportunity to learn more about innovative teaching methods and share their experiences in online teaching with each other.

This year we were delighted to have Dr. Kevin Gannon, a professor of history and director for the Center for Excellence in Teaching and Education at Grand View University, present a keynote address on a very timely and relevant topic for all online educators – designing online classrooms where inclusive discussions can take place while effectively engaging students with challenging or controversial materials.  His presentation – Sea lions, trolls, and flames – oh my! Navigating the difficulty places in online learning – was a thought-provoking and inspiring call to action for online educators.