Seems like an easy question to answer, right? I might not give it a second thought.

Yet, as an online course developer, I sometimes find myself in conversations with co-developers where I realize I’ve been working under a different assumption about what a lecture is. And that’s fine, I kind of like having my preconceptions challenged. I wanted to share a little of that experience.

Our media development team has one of the stricter definitions of lecture, a specific kind of video recording. They have to, they are handling hundreds of videos every term. It’s essential for them to be able to sort media into the most efficient pipeline. Makes sense.

However, when I am working with subject matter experts, instructors, co-developers, etc. … I have found it useful to stay more flexible regarding many definitions. Sometimes errors in assumptions can open a door for discourse. It has certainly been a creative challenge. As an example, I’ll reminisce a little about a couple of my favorite mistaken assumptions about lectures. Ah yes, I remember it like it happened just this last Fall ….

I helped develop an upper-division online course centered on technology for educators. My first mistaken assumption was going in all ready to talk about video lecturing. The instructor on this co-development was a podcaster and wanted to deliver lectures in that format. I’ve had other instructors who preferred podcast lectures, no worries there. Some instructors see podcasts as a more portable kind of lecture or an alternative way to access the content. Students can listen to lectures on the go or download the lecture for offline listening. We just had to make sure to include transcripts for accessibility instead of captioning.

Also, I got to design the following playback interfaces to make them look more ‘podcasty’.

As you’ve probably guessed, there was a second mistaken assumption on my part. I was thinking the podcasts were the lectures. The podcasts are pieces of a larger “discourse given before an audience or class especially for instruction”. (Miriam-Webster: lecture and discourse). For our course, this discourse might be composed of multiple media element types.

The instructor wanted each ‘lecture’ to be a curated collection of learning elements focusing on specific topics; podcasts, video, reading, even Padlet posts. Part of the pedagogy here is to immerse them, as students, in a variety of technologies in the lectures that they may be using as educators. Together, we collaborated to find the most effective way to present all of this material as discrete lectures. Below is what we came up with. Would you still consider these lectures?

Interestingly, I don’t think we’ve quite strayed far from the Merriam-Webster definitions:

  • lecture: A discourse given before an audience or class especially for instruction
  • discourse: Formal and orderly and usually extended expression of thought on a subject. Connected speech or writing

While the course did include some interactive learning elements, these were not incorporated into lectures. It’s an interesting thought though.

  • How would you incorporate interactive exercises into lectures?
  • Does that still work within the definitions given above?

Maybe we can stretch the definition a little more. (Hmm. Perhaps in another blog post)

My takeaway here is that a lecture doesn’t have to be something given before a live class, or a simple narrated PowerPoint video online. As a course developer, my goal is to support my co-developer’s vision. But I am also serving the learning needs of students. As an online course developer, I have more flexibility about what a lecture can be. It makes sense to be open to more possibilities. I look forward to having more of these conversations with co-developers.

Stay flexible. Keep learning.

There is a great deal of research supporting the idea that ‘instructor presence’ in a course improves student engagement in online courses. Indeed, ‘instructor presence’ is a central concern when designing an online course. But what does that mean in a practical sense?

There is often a gulf between what the research is saying and measuring, and the application of this research in an actual course. This has created some misunderstanding by many instructors that I work with. “I show my face during the videos, that will create instructor presence in the course.” The thing is, these same instructors are doing much more than that to build their presence in the course – they simply may not be aware of how. This blog post is a response to this statement.

In order to design an intentional, and supportive learning environment, it is important to understand what presence means in terms of the research. I think the confusion here lies with the word ‘presence’. From my reading and research, it seems clear that a more active kind of presence is meant. Perhaps it would be more helpful to consider the concept of ‘Instructor Engagement’ with students individually and socially within the course.

I have observed three main domains where instructor engagement is being academically examined; personal presence, social presence and course design. Each of these offers insight into practical application of what the literature is finding.

Personal Presence

This is where the instructor’s teaching style and personality come into play. The above-mentioned statement regarding ‘video presence’ is a common understanding of instructor presence in the personal sense. The instructor is the content expert and guide for navigating the material. But there is another aspect to being a guide that you might consider. The instructor is framing an attitude on how to approach the content. Personality and style will go a long way towards setting this tone. This is also a great opportunity to build inclusivity into a course. Did you (the instructor) struggle with this material at one time? Did you face barriers to learning? How did you overcome these things? These kinds of personal revelations can humanize the content and model behavior that leads to success.

An Instructor video introduction and weekly overview videos will definitely help build instructor presence and set the tone for your teaching style. But video is only one means of building your personal presence. Consider how you write your text content, that is, think about how you phrase instructions for activities and assignments. What context are you setting your activity within? Is it possible to put it into a context students can relate to? Can you put a personal twist on these things that will make them more accessible to your students?

Social Presence

Social presence is important because it does more than provide a ‘sense’ of instructor presence. Social presence provides evidence of instructor presence and engagement. This is how the instructor connects with individual students, groups of students and the class as a whole. This is how the instructor reacts to what is happening in the course.

At a basic level, this would include your feedback to students on activities and assignments. It would also include office hours and other ways you might connect with students individually. The depth and tone of your feedback to students will have a strong impact on student engagement with the material. These are also a way to reach out to students who may be struggling and provide them a path forward.

Do you participate in the class discussion forum? Discussions are a great opportunity to engage with students on a larger social level and encourage participation. Discussions are an opportunity to facilitate critical thinking and analysis. They are also a way to step in on larger road-blocks and provide necessary guidance.

Consider posting weekly announcements or reviews. More than simply revealing your presence, use these as an opportunity to show that you are responding to students who are currently in the course. This is a way to show that you are aware of the roadblocks students are facing in this run of the course and are showing the way forward. You can use these postings to course-correct and re-frame student thinking on a topic.

Weekly postings of any sort can be a way for you to draw connections between course activities and content, connect the content with real world current events, or even connect the content with your own life experiences. What about connecting the content with one or more of your students currently enrolled in the course? Can you draw attention to something one of your students said that was particularly insightful? This can be done anonymously to avoid putting anyone ‘on the spot’. Can you put some of the content into the words that your students use?

Course Design

Put most simply, build a course structure that will allow you to do the things discussed here. The design of the course itself should reflect the instructor’s teaching style and tone. Intentionality of design will greatly benefit an instructor’s ability to improve engagement with students in a course, at the very least by providing the means, but also by demonstrating the instructor’s style and expectations. It is much more challenging to add the above-mentioned elements after the fact. When we consider the broader course design, we discover a less visible form of instructor engagement, the intentionality of the instructor.

Effective teaching and learning strategies provide elements that can be used to build supportive learning. But the instructor’s engagement with these strategies is the key to their success. Each of these strategies provides an opportunity for an instructor to engage with students individually or socially. How an instructor uses these to engage with students will determine the efficacy of instructor presence.

Narrative and World-Building

For this post, I will focus on two simple strategies you can use to improve motivation and engagement in your online course, narrative and world building. These terms are used frequently in games, as well as in literature, film and other domains. They are a powerful tool, easily applied to your existing course material or as you develop new content.puzzle world

If you want some background about where my thinking is coming from, check out my last blog post, Games as a Model for Motivation and Engagement, Part 1, where I take a deeper dive into gaming and Self-Determination Theory. I would also recommend a post by Dr. Meghan Naxer, Self-Determination Theory and Online Education: A Primer.

There are two kinds of world building I’d like to talk about; instructor-created narrative and student-created narrative. To set the tone for our thinking about this, I’ll start with a quote from Designing for Motivation.

“… if you increase autonomy then engagement will improve, if you increase competence then motivation will increase, and if you increase relatedness then wellbeing will be enhanced–these needs become the controllers we tweak and adjust to iterate on and improve experience.”
(Peters, D., Calvo, R. A., & Ryan, R. M. (2018) Designing for Motivation, Engagement and Wellbeing in Digital Experience. Frontiers in Psychology, 28 May 2018. DOI: 10.3389/fpsyg.2018.00797)

So how can we use world building to ‘tweak’ these three controllers?

Instructor-Created Narrative

role-playing game diceInstructor-created narrative refers to the world or environment created by the course builder and determined by the story they are telling about that world. This world building can be for a particular course activity, but also keep in mind that your entire online course is a learning environment and you, as the course builder, have significant influence over how that world is curated. A colleague recently described how an instructor begins their course with the phrase, “Welcome scholars”. This sets a tone that is a competence-supportive environment with just two words. Tone is a commonly used tool for world building across many domains.

As a simple entry point for world building, I’ll start with a classic type of game, role-playing.

Brainstorm Exercise

Consider setting up a role-playing scenario for one of your existing activities or assignments. What is the outcome you expect students to achieve from this activity? Imagine a situation (or world) where that outcome exists or can be applied. What does that situation look like? Now, imagine you are a student in that situation, what does this world look like? (See what I did there? Role playing!) How will your student interact with that world to achieve your outcome? Take a minute or two to note your answers to these questions. This is a good way to begin sketching out your narrative. Once your sketch is complete, you can begin moving the parameters and rubrics of your existing activity into this world.

The world you create for your scenario can be the ‘real world’ in a particular time period, a hypothetical political situation, a business/client relationship regarding a product, or a hypothetical world to resolve a physics problem. Here are some ways you can frame your thinking as you practice the above exercise:

  • Take the tools you have provided in the course content (competence) and use them to analyze the following situation (world building). “How would you apply what you learned this week to the following situation?”
  • Even better, “How will the situation change as a result of your decisions?”

A small change in wording can provide big changes in thinking. In the second bullet point, we have moved from applying the week’s content to a given situation to a personalized critical analysis.

Student-Created Narrative

The other side of the coin is allowing students to build on your narrative, or create their own. This is where you significantly impact autonomy. This is your world, you create the rules. You set the parameters that will focus student thinking toward the outcomes you hope for them to reach. The rules you set will determine the level of autonomy the student experiences.

Brainstorm Exercise

For this exercise, you can continue with the role-playing scenario you built in the previous Brainstorm Exercise or choose another existing activity from a course. Let’s brainstorm some ways you can add autonomy to this activity.

A simple addition to the role-playing scenario we built previously would be to allow students to choose the role they will play. You have built a narrative, now let the student choose the character they will play to build on that narrative. If you need to keep things more focused, it is totally acceptable to restrict the roles to a list of options. Even with restrictions, is it possible for students to choose the gender, race or economic background of their character? What other characteristics can you think of that will help a student take ownership of the role?

For other kinds of activities, consider giving students the creative freedom to choose and build their own narrative. The instructor still defines the rules of the world and sets the outcome and rubrics for the activity. Can you open up the choices a student has to meet these outcomes? Allow students the autonomy to take ownership of how they get to your outcome, using your rubric as a guide.

For example, select a concept that was covered in the course. In your activity, allow students to choose where and how that concept can be applied. Let them build the narrative around the concept. Conversely, select a setting in the world, much like you would for the role-playing scenario. Allow students to choose the course concepts they want to apply in that setting and build a narrative around that. This strategy lends itself well to case studies. Rather than taking on a specific role, students become story creators, while still working with instructional concepts and within the rules defined by the instructor.

Group World Building

As I mentioned in my previous post, group work and community building (as modeled by gaming communities) are great ways to increase relatedness in a course. Community members are able to share their competence and, in turn, feel valued by that community. This is another great support of motivation.

All of the strategies discussed above can be applied to group work. You can set up the same role-playing scenarios, but this time multiple students will take on different roles and interact in those roles within their group community. Relatedness is impacted as decisions and actions taken by one student will affect the world that is being collaboratively built. Here are two examples from a media course I recently helped develop. They both reflect the range of complexity group world building can undertake.

Pitch Game (Group Discussion)

For your Initial Post in this discussion, pitch a new television show. Follow the parameters presented in class; including X+Y claims, audience description, sketch of the show’s audience and the ideal network for the show. For your Peer Response, you will take on the role of media buyer. Choose which network or streaming service you work for. Review all available show pitches. Decide which show you will purchase. Reply to the show you wish to purchase; identify the network you represent and write your reasoning why you want to make the purchase. Use course material to support your decision.

Trial Simulation (Group Project)

To better understand the ways in which civil law shapes the media ecosystem, we will enact a short trial simulation. The court of the Honorable Judge is an appeals court: this means that the FACTS of the case were decided by the TRIAL court. The question that will be litigated in class regards the law and the interpretation of those facts.

One student will take on the role of Plaintiff, another will be Defense and a third member of the group will be the Judge. Over the next two weeks, you will follow the posted schedule to present your arguments and answer questions from the Judge. Before proceeding, review the Debate Rules and Trial Facts documents. You will be expected to cite actual Supreme Courts cases to support your claims.

Hopefully, this blog has provided some simple entry points for using world building to increase autonomy, build competence, and improve relatedness in a course to improve motivation and engagement. I would love to hear what you come up with in the Brainstorm Exercises.

Dice Image: “DSCF5108” by joelogon is licensed under CC BY-SA 2.0
World Building Image: puzzle-ball-1728990_1920 from Pixabay

I am an avid gamer. For some time, I have been thinking about how engaging games are and whether this quality can be leveraged for other purposes; like instruction. Put more simply … What is it about games that makes them so engaging? Is there something about this that we can use as educators? Granted, these are not new questions.

Dr. Meghan Naxer recently posted a primer on Self-Determination Theory (SDT), Self-Determination Theory and Online Education: A Primer. I believe SDT does an excellent job describing much of what makes games so motivating and engaging. Indeed, games provide an excellent model of SDT and can inform us on how the three basic psychological needs (autonomy, competence and relatedness) might be met in learning environments. I hope to build on some of the concepts introduced in Meghan’s post.

This is the first in a series of posts on games as a model for SDT. In part 1, I look at the convergence of Autonomy, Competence and Relatedness in gaming and online learning in relation to building community and intrinsic motivation.

Autonomy: Open Worlds

Games are becoming increasingly complex, particularly in the arena of Open World games where players are allowed to choose their own paths (autonomy). Entire worlds, even universes, exist for you to immerse yourself in, each with their own history and internal logic. You are often thrown into a new world with few instructions.

For example, in the Open World game No Man’s Sky, millions of stars and planets are procedurally generated just for you, unique to your specific game. When this game begins, you appear on an alien planet next to a broken space ship. Your space suit is running out of oxygen. No instructions, just urgent messages from your onboard computer on toxicity and your decreasing oxygen levels.

The complexity of modern open world games is more than can be reasonably covered in a tutorial. Besides, a significant part of what makes the game engaging is the autonomous exploration and discovery. You decide how you will play the game, in what order you will do things and at what pace. Being told how to play the game is far less interesting.

Here is the internal logic of No Man’s Sky:

  • You’re in an alien environment.
  • It seems like you are alone.
  • There are problems to solve.
  • There is no instruction manual.
  • You must explore to solve these problems.

Think about that in comparison to your online students when they first enter your course. Online students do have instructions to help them get started. However, at first glance, it can seem like they are thrown in the deep end to figure things out for themselves. In a situation where intrinsic motivation is less clear, this can lead to frustration. That does not have to be the case. For gamers, there is one more bullet-point.

  • When you get stuck, you can turn to an online community.

If you were to talk to a gamer and describe your experience about how many times you ‘died’ trying to figure a game out, a common reaction would be something like, “Why would you do that? You know there’s a wiki, right?” Playing an online game today is not a solo venture, even if it is a solo game.

Relatedness: Gaming Communities

Online communities spring up around successful games to support players. A majority of large games have an accompanying Wiki, many of which are curated and updated by players. Various online communities exist to discuss specific games in forums and social media. Players discuss technical issues, the internal logic of a game, the lore and history of the game’s world, where to focus their efforts when starting, or the best order to do certain tasks for best success.

The point here is that given the resources, an intrinsically motivated group of people will figure out ways to help each other succeed. This speaks to Relatedness. In an environment where players are given maximum autonomy, they turn toward their community to support that autonomy and gain competence in that environment. Further, when given an opportunity to contribute to supportive communities, to share their competence, players feel valued as members of that community. So, can we create something like this environment in an online course?

Intrinsic Motivation: Sharing Competence

The challenge in my above summary is intrinsic motivation. There is something of an inherent motivation to play a game and get better at it. Though it can be less clear, online students also have intrinsic motivation beyond just ‘passing the course’. Community building can be a way to help students to discover and support these motivations.

Following the gaming example from above,

“Players discuss technical issues … where to focus their efforts when starting, or the best order to do certain tasks for best success.”

This is a good place to start building community. Simply encourage your students to share their success strategies in your course.

Formalize this by setting up a forum-style environment where students share their experiences, the process they used to solve a problem, the biggest stumbling block this week, or simply to ask each other for help. Much of this could also be accomplished through existing discussions or peer reviews by simply adjusting or adding language for students to draw from their own success strategies, “What did you discover this week that would benefit another student?”

Group work is another tool that can be used for helping students discover intrinsic motivation and build community. Challenge students to work together to apply this week’s content to something in their own lives, a subject of their choice. Trust them to find the problem that needs solving. This is similar to participation in a gaming community – sharing and building competence. But in this case, you are allowing students to build the narrative.

By giving students some autonomy in deciding the end product of their work, you are creating an opportunity for them to discover what drives them.

With all of these examples, it is perfectly reasonable to set the ‘internal logic’ of the environment; subject matter to be discussed, the completion goals, length of the project, rubrics for assessment purposes. The idea is to allow students more autonomy in determining how to get to these goals. All that you are really changing, compared to a typical assignment, is control of the narrative.

And that is a nice segue to the topic of my upcoming post, Part 2, Games as a Model for Motivation and Engagement – Narrative and World-Building

Many educators have contemplated the use of games as way to engage learners, or maybe thought about using some elements found in games to engage learners. A big hurdle for integrating games into a course is the amount of work it takes to build them to use in a course, even if you have the skill-set. Of course, you could always take the easier route and try to integrate an existing game into a course. The hurdles there involve cost and finding a game that supports the content specific to your course. There is another approach to bring game concepts into the learning environment that does not necessitate a huge investment of time, combining game design with problem-based learning.

Create activities in your course that have learners design and contextualize the content of a game. You set the rules and mechanics of how the game will work, your students design how the content fits into that game. No one has to actually program or build a game. The idea is to use game mechanics as a tool to get learners to think about instructional material and how concepts inter-relate.

So where do you begin? Start with what you know. What are your favorite games? These don’t have to be a computer or video game. Think about puzzles, board games, or card games that you have enjoyed. Are there elements of how the game works (mechanics) that can be applied to your course content? Do some ‘research’ (this is the fun part). There is something of a board game renaissance going on right now offering a boggling variety of board and card games. These cover a range of concepts, from pandemics to book collecting. The board game Chronology offers a simple mechanic that can lend itself to a variety of topics. The game works as the name implies.

Remember, you don’t have to provide the rules for an entire game. Keep the activity focused on one element of a game that you can apply to content appropriate for your course and that supports the given learning objectives. Keep the rules simple.

One of my favorite games is Sid Meier’s Civilization V. The purpose of the game is to build a ‘historical’ civilization from the ground up. A key element of the game is researching and building technology. In order to be successful at building technology and move your civilization forward, you have to understand how technologies are inter-related and build on each other. You can’t just research gun powder, for example, but have to first research and develop all of the underlying technologies to get there.

Sample of the technology tree from the game Civiliztion V
You can’t research Horseback Riding before you develop Trapping and Animal Husbandry. (Image from STEAM community workshop)

The above image should be familiar to anyone who has used timelines, production trees or flowcharts. You may already be using something like this in your course. Game design can simply be a way to engage learners in developing these tools.

A big strength of using Project-Based Learning in this way is that it doesn’t require a lot of time to set up and the project can easily be managed with tools that already exist in your LMS, using student Groups, or something as simple as shared Google docs. How far you want to push learner creativity in the design is up to you and the needs of your course.

Here at Ecampus, we are lucky to have a marvelously creative Media Development Team who would be able to help build supporting material for your ideas. Depending on the complexity of the game you propose, it may even be possible to put your learners’ work into a game ‘shell’ that would result in a working version of the game. This, in turn, could be used as a study tool.

Build Instructor Presence & Student Engagement in Online Discussions

At the OLC Innovate Conference, I attended a presentation that laid out a strategy often used for in-person discussions but retooled for use in online courses. This strategy resonated strongly with me as it addresses questions I often get from instructors I work with in course development. How do I increase student engagement in discussions? How do I increase instructor presence in the course?

The presentation was given by Zora M. Wolfe, Ed.D. (Widener University) and Christopher A. Bogiages, Ph.D. (U. Of South Carolina) and was titled “A Brick-and-Mortar Strategy to Online Discussion Boards”. The strategy derives from the “5 Practices” framework developed initially for in-person mathematics course discussions. The basic structure is broken down into the following 5 steps; anticipate, monitor, select, sequence and connect. In this blog post I cover how these steps can be adapted to an online environment based on the presentation and a brief discussion I had with the presenters.

Proper planning and setting realistic deadlines for student posts, replies and follow-ups is an important part of this process. The instructor will not be present to monitor discussions synchronously, as you would in a face-to-face class. You’ll want to allow time for thoughtful responses and self-reflections (if you require them).

Anticipate

In this first step, build the requirements and instructions for the discussion. Present clear instructions about expectations for student responses. Use language and keywords that you expect students to use. Prompt their thinking. Anticipate how students may respond to questions. This will help clarify your instructions to guide student thinking. A bonus here is that getting students to use anticipated language and keywords will allow you to more quickly find (control-f) responses that you can use for your follow up engagement.

In a larger class, it can be beneficial to break students into discussion groups as you would in an in-person course.

Monitor

As the discussion opens and unfolds, the instructor will periodically monitor student responses. Pay attention to how students are thinking about the subject. Consider stepping in with a comment if the discussion needs guidance (as you would in a face-to-face discussion). What should be emphasized? Are there misconceptions that can be used as a learning opportunity? Are students connecting their thinking to previous discussions?

Select

In this step, the instructor will choose student posts as examples to emphasize the learning outcomes. The responses selected will depend on the pedagogy used. Did a student briefly hit all the points? Has anyone gone in-depth on a point you want to emphasize? Did a student connect concepts in a creative way, or build on previous knowledge? The instructor may discover new ideas that hadn’t been anticipated.

For a discussion that has been broken into groups, consider having each group write a summary of their conclusions. This is another strategy used in face-to-face discussions that will help an instructor manage a course with a larger enrollment.

Sequence

In these last two steps the instructor will develop a summary of the discussion and any follow up activities they will have students participate in. Take the selections made in the previous step and sequence them in a way that will emphasize the subject matter and where you want to guide student thinking.

Connect

In this final step, present your summary to the students. Use this opportunity to connect student responses with the learning objectives, course material or previous discussions and content. Where does this discussion fit in with the overall course goals? How might it shape their thinking for upcoming material and learning objectives? The main goal here is that the instructor is using the students own words and thoughts to guide learning.

The strength of this discussion summary is that the instructor is engaging with the ideas presented by students and using them to build knowledge towards meeting weekly outcomes and course goals. This will also build motivation as students begin to realize that they will be recognized for thoughtful responses.

You can record your summary as a video to further increase instructor presence or you can simply add the summary as a page in the course. Another option is to follow up with personal self-reflection assignment. Post your discussion summary as an introduction to the self-reflection to help prompt their thinking

While this strategy requires more ‘maintenance’ by the instructor, it can help move student and instructor engagement to a central position in the learning process.

The instructional designers at Ecampus held a Research & Development Day recently to explore the topic of user experience (UX) design as it applies to Ecampus courses. As part of that day, fellow instructional designer, Dorothy Loftin and I explored how Canvas functions when used on Mobile Devices. Below are some findings from our testing.

Generally, we found that iPads work great as long as a student accesses the course through a browser. It was using the Canvas App (necessary on a smart phone) that presented changes and challenges in functionality. The good news is that many of these can be addressed with a few additions in course design. These additions should not significantly alter the experience for students who are using desktop and laptop computers. Today, I will present one of those strategies.

The most significant impact we experienced in using the Canvas App is navigation, how a student gets to content, activities and assessments. It can take quite a few clicks or taps to get to a specific page in Canvas using the mobile app, or to get from one page to another, and the navigation can vary depending on the device used. This may negatively impact the student user experience, distract, and generally increase cognitive load.

Navigation Strategy

One strategy to improve navigation is to provide alternate links for students to jump to commonly needed items in your course. Turns out, this can also benefit students who are on desktops or laptops.

The Home Page that I often use is immediately available for users on all devices. I have added links and buttons so students can jump directly to important sections of the course from here. This turns the Home Page into more of a landing page with quick links.

Page View in Desktop Browser Page View on iPhone
Desktop browser screen grab iPhone Screen Grab

The buttons take a student to the Module Page for a particular week. Module Pages, on the App, present students with links to all content and activities for that week. I limited the buttons to 3-across to make clicking them on a phone easier. As you probably notice, the App translates buttons into links. So, simply providing a list of text links would also work on multiple devices.

This Strategy to improve navigation can be used on any page where you want a student to be able to move quickly to new material, reducing frustration and cognitive load by making the navigational journey more immediate.

How to do it yourself resources:

By Christopher Lindberg