Memory plays the central role in learning – it is “the mechanism by which our teaching literally changes students’ minds and brains” (Miller, 2014, p. 88). Thus, understanding how memory works is important for both instructional designers and instructors. According to modern theories, memory involves three major processes: encoding (transforming information into memory representations), storage (the maintenance of these representations for a long time), and retrieval (the process of accessing the stored representations when we need them for some goal or task) (Miller, 2014). Let’s briefly review these processes and see how they may inform our course design and instruction.

Encoding – What Is the Role of Attention and Working Memory?

How does encoding happen? We receive information from our senses (visual, auditory, etc.), and then we perform a preconscious analysis to check whether it is important to survival and if it is related to our current goals. If it is, this information is retained and will be further processed and turned into mental representations. Thus, attention is the major process through which information enters our consciousness (MacKay, 1987). Attention is limited, and it is to some extent under voluntary control, but it can be easily disrupted by strong stimuli. Attention is crucial for memory, and without attention we cannot remember much (Miller, 2014).

How attention is directed depends on the way the content is presented and on the nature of the content itself (Richey et al., 2011). If the content is intrinsically motivating for the student, it will catch their attention more readily. But beyond that, the manner we design our instructional materials can influence how learners focus their attention to select and process the information, and in turn on what and how much gets stored in their memory. For example, we can ensure that students are guided to the most relevant content first by making that content more visually salient. Or we can tell an engaging story to focus their attention to the concepts that come next.

Baddeley and Hitch's multicomponent model of working memory (1974).
Baddeley and Hitch’s multicomponent model of working memory (1974)

Working memory is a concept introduced in the 1970s by Alan Baddeley. This model describes immediate memory as a system of subcomponents, each of them processing specialized information such as sounds and visual-spatial information. This system also performs operations on this information and are managed by a mechanism called the central executive. The central executive combines the information from the various subcomponents, draws on information stored in long-term memory, and integrates new information with the old one (Baddeley, 1986).

Some researchers consider attention and working memory to be the same thing; while not everyone agrees, it is clear that they are highly interconnected and overlapping processes (Cowan, 2011; Engle, 2002). Attention is the process that decides what information stays in working memory and keeps it available for the current task. It is also involved in coordinating the working memory components and allocating resources based on needs and goals (Miller, 2014).

The capacity of each of the working memory components is limited. However, these components are mostly independent: visual information will interfere with other visual information, but not much with another type such as verbal information (Baddeley, 1986). Therefore, the most effective instructional materials will include a combination of media, such as images and text (or better yet, audio narration), rather than just images or just text.

Graphic by Cheese360 at English Wikipedia is licensed under CC BY-SA 3.0

Storage – How Fast Do We Forget?

Ebbinghaus's forgetting curve (1885) - the graph shows the percentage of words recalled declining sharply after one day and then more slowly
Ebbinghaus’s forgetting curve (1885)

In the late 1800s, Hermann Ebbinghaus conducted his famous series of experiments on the shape of forgetting. The result was the forgetting curve (also called the retention curve), which is a function showing that the majority of forgetting takes place soon after learning, after which less information will be lost (Ebbinghaus, 1885). A recent review of studies on the retention curve concluded that the rate of forgetting may increase up to seven days, and slows down afterwards (Fisher & Radvansky, 2018). This interval is useful to consider when planning instruction. A well-designed course will include sufficient opportunities for practice and retrieval during this time, so as to minimize the forgetting that naturally occurs.

Graphic from MIT OpenCourseWare is licensed under CC BY-NC-SA 4.0

Retrieval – How Do We Get It Out of Our Heads and Use It?

While long-term memory is considered unlimited, retrieval (or recall) can be challenging. Its success depends on a few factors. To retrieve memory representations, we use cues—information that serves as a starting point. Since a memory can include different sensory aspects, information with rich sensory associations is usually remembered more easily (Miller, 2014). Visual and spatial cues are particularly powerful: memory athletes perform some mind-blowing feats by using a special technique called “the memory palace”—imagining a familiar building or town and placing all content inside it in visual form (to learn more about this technique, check out this TED talk by science writer Joshua Foer).

Recall is also influenced by how the information was first processed: deep processing (focusing on meaning) will yield superior retrieval performance compared to shallow processing (focusing on superficial features like some key words or the layout of the information). However, equally important is a match between the type of processing that happens during encoding and the one that happens during retrieval (Miller, 2014). For instance, if the final exam contains multiple-choice questions, learners will perform better if they also practiced with multiple-choice questions when they learn the content. Finally, emotions have been shown to boost memory (Kensinger, 2009), and even negative emotions (such as fear or anger) can have a strong effect on recall (Porter & Peace, 2007).

Conclusion – Implications for Instruction

What can we do to maximize our students’ memory potential? Based on these memory characteristics, here are a few strategies that can help:

  1. Make use of graphic design and multimedia learning principles to create attention-grabbing, well-organized instructional materials that include a combination of media.
  2. Include plenty of retrieval practice activities, such as polling during lectures, quizzes, or flashcards. The website Retrieval Practice is a fantastic resource for quick tips, detailed guides, and research. Top things to keep in mind:
    • Boost retrieval practice through spacing (spreading sessions over time) and interleaving (mixing up related topics during a practice session).
    • Make sure you plan some sessions for the critical seven-day period after introducing the material.
  3. Consider teaching students the memory palace technique for content that requires heavy memorization.
  4. Support every type of content visually where possible.
  5. Encourage deep processing of the material, for example through reflections, problem-solving, or creative activities.
  6. Ensure that students have opportunities to engage with the material during learning in the same way as they will during the exam.
  7. Try to stimulate emotions in relation to the content. While negative affect can help (for example, recounting a sad story to illustrate a concept), it is probably best to focus on positive emotions through exciting news, inspiring anecdotes, and even more “extrinsic” factors such as humor, uplifting music, or attractive visual design.

Using these strategies will help you create learning experiences where students encode, store, and retrieve information efficiently, allowing them to use it effectively in their lives, studies, and work. Do you have any related experience or tips? If so, share in a comment!

References

Baddeley, A. D. (1986). Working memory. Oxford University Press.

Cowan, N. (2011). The focus of attention as observed in visual working memory tasks: Making sense of competing claims. Neuropsychologia, 49(6), 1401–1406. https://doi.org/10.1016/j.neuropsychologia.2011.01.035

Ebbinghaus, H. (1885). Memory: A contribution to experimental psychology.

Engle, R. W. (2002). Working memory capacity as executive attention. Current Directions in Psychological Science, 11(1), 19–23. https://doi.org/10.1111/1467-8721.00160

Fisher, J. S., & Radvansky, G. A. (2018). Patterns of forgetting. Journal of Memory and Language, 102, 130–141. https://doi.org/10.1016/j.jml.2018.05.008

Kensinger, E. A. (2009). How emotion affects older adults’ memories for event details. Memory, 17(2), 208–219. https://doi.org/10.1080/09658210802221425

MacKay, D. G. (1987). The organization of perception and action: A theory for language and other cognitive skills. Springer New York. http://dx.doi.org/10.1007/978-1-4612-4754-8

Miller, M. D. (2014). Minds online: Teaching effectively with technology. Harvard University Press.

Porter, S., & Peace, K. A. (2007). The scars of memory. Psychological Science, 18(5), 435–441. https://doi.org/10.1111/j.1467-9280.2007.01918.x

Richey, R., Klein, J. D., & Tracey, M. W. (2011). The instructional design knowledge base: Theory, research, and practice. Routledge.

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).

Audio in Online Learning banner.

Audio is a term we all understand on some level. Commonly we think of audio as the transmission, reception, or reproduction of sound. Audible sound is what we hear. So, when we consider audio as an element of course design we are thinking about how sound can be used to communicate or support learning in an online course environment. Integrating audio in course delivery can be quite powerful if done well.

Perhaps the most common method of using sound in an asynchronous online course is via narrated lecture. The narrated lecture is typically a voice over a slide presentation or screencast. It can be an essential tool of instruction if designed effectively.

Another way the voice of an instructor can be incorporated into a course is via audio feedback on student assignments. These are short audio recordings that have been found to help build a sense of instructor presence in an online course.

Highly focused use of audio is also utilized in subjects where audio is, in essence, the topic at hand. Here we are considering language, music, and media arts courses as examples.

Other valued voices are often brought into the online learning experience via guest interviews in either audio or video format. Not to be left out, the voices of students are increasingly present in online course via tools such as VoiceThread and university provided video portals such as Kaltura Media Space. And with tools such as Zoom recording audio interviews and voice overs is easier than ever. With the availability of media platforms such as YouTube, Vimeo, Amazon Prime, Audible, and Apple Music and Podcasts the ability to bring external audio resources into the online experience seems almost limitless.

Audio is also used as a supporting resource for text-based content in online courses. In this case screen readers may typically provide the audio support. When using audio as a primary learning resource it is necessary to provide text-based transcripts as accessibility options. A fuller description of making audio accessible can be found at the W3C website.

The examples listed above are common ways we integrate audio elements into online learning. Are there other perhaps different ways we might consider? In the next few paragraphs we will explore a few ideas of how we might use audio in specialized ways in course design.

Specialized Audio Use

Orientation & Review Audio

Audio is a great tool to use when smaller segments of media should be used to orient students to a part of an online course. Think about short, more ephemeral, voice messages that can be easily produced and updated from term to term as the course changes. These audio segments need not be highly produced but should be of good quality. This type of audio segment reconnects students with the instructor via voice.

Listen to the orientation audio sample below that was used in an online course: RE 270 – Outdoor Recreation Resources, Behavior and Values | Module III Orientation by Dr. Craig Rademacher; Northern Michigan University c. 2012. (00:02:56).  [download orientation audio transcript  from Temi.com]

Similar short segments of audio may be used to review sections of content. The review audio may be produced by instructors or students. These audio reviews may be used in preparation for an exam, major project, or collaborations within the course. The goal of such reviews may vary but certainly one goal would be to re-focus the listener to the task at hand while providing timely tips or learning objectives.

One of the things you may have noticed about the audio clip above is the integration of music to the orientation message. Purposeful music selections can support the emotional feel of a course or module being introduced. Music can also serve as an audio cue, or audio branding, for a course. So, selecting audio stingers, or music introductions, can highlight that a particular message or topic is coming or reinforce an emotional tone if carefully planned.

The primary benefit of using audio for orientation and review is that audio is less production intensive making it a quick way to provide feedback. Audio is also fairly easy to edit with a free cross-platform audio tool such as Audacity.

Narrative

The oral traditions of learning go back centuries. Prior to print, learning was interwoven in spoken traditions, legends, and cultural stories. Today story remains a potent vehicle for learning. As you might imagine audio is a great vehicle for story.

An example of this is an Oregon State University political science course titled Governing after the Zombie Apocalypse which was designed and taught by Dr. Rorie Solberg. The story that underpins this course is that a natural disaster has caused the breakdown of the U.S. government. In response citizens must create a new government including a bill of rights and constitution. Students become the citizens creating that new government taking into account marginal populations such as the surviving zombies which are called “blues”due to their virus-caused color.

Audio is used creatively in the course by periodically inserting radio broadcasts about odd happenings around the country. Although not the heart of the effort of the course, these audio presentations, really imagined radio newscasts, provide situational tenor and decision points as students go about creating a new government. Listen to a segment of a mock radio broadcast below.

Mock radio broadcast excerpt: Story by Dr. Rorie Solberg. Produced by Oregon State University Ecampus. Voice acting credit: Warren Blyth (00:02:04)

This segment highlights how audio can be used to shape and carry a narrative through an online course. You might imagine how different narrative audio presentations may support history, literature, or science courses.

Soundscapes & Nature Sounds

Experiencing authentic places or environments is believed to be a valuable form of learning. This idea is a driving force behind field-based learning and experiential learning. Audio soundscapes provide access to authentic acoustic environments that can support online learning about the context of an environment. The environment may be urban, rural, or perhaps in a wilderness-like setting. Soundscapes may also be used to create sense of cognitive and emotional world building that can be used in instruction. Soundscapes typically feature a molar perspective of the acoustic environment.

Listen to an example of such a soundscape titled Elk Rut and Rain Shower — Rocky Mountain National Park in Colorado by Gayi immersions (00:28:03) at SoundCloud. (link will open in a new tab)

Other, more specific sounds of nature are potentially positive resources for online instruction. Below is a sound sample of the call of a common raven. Listen to the raven’s call.

Audio recorded in the Beaver Basin Wilderness at Pictured Rocks National Lakeshore in Michigan in 2010 | Craig Rademacher. (00:00:26)

Now imagine how this simple recording may be utilized in a course. It might be used to help identify ravens from crows in an ornithology course. Perhaps this audio clip could be used to help communicate a sense of isolation for listeners studying wilderness values. Or, perhaps it could be used to introduce the poem by Edgar Allen Poe titled The Raven. In each case the audio would be used intentionally to deepen the context or experience of the learner.

Fidelity Matters

Sound quality is an important factor when selecting and using audio in an online course. Audio files need to be of sufficient quality to clearly indicate what you are expecting students to hear. Poor audio, or a confusing sound recording, is experienced as distracting and student will likely tune out. Recording and editing audio does require some knowledge and practice. And there are many places where you can learn to produce audio. LinkedIn Learning offers courses in audio production, podcasting, and even how to select a microphone. So, if you are interested give it a try.

If you are not inclined to produce your own audio content there are resources available where you can find high quality audio for use in courses. Some of these resources are royalty free. Others may require licensing of audio for use.

Final Thoughts

We have reviewed how audio is commonly used in online courses and how we might think about new ways of integrating audio. As you explore the links to resources below start to think about your next course design. How can you augment the text and video you normally use with audio? How might you leverage voice, narrative, or soundscapes to connect online students to the context, authenticity, and humanity of learning? You might want to experiment with audio at first. Start small. If it works, then you will have truly found a sound idea for online course design.

Select Audio Resources

Royalty free online resources:

Podcast Resources
There are several ways to find audio podcasts to review for inclusion in a course. Apple Podcasts is a dominant resource in this area. Apple streams over 750,000 podcast shows with over 20 million episodes. Google Play Music is another good resource. Podcast feeds can also be found simply by browsing for podcasts online.

Audiobooks
Audiobooks are found in many online book seller sites such as Amazon (Audible.com). Additionally some more specific sites such as audiobooks.com also provide resources.

Soundscapes and Nature Sound Resources

 

**Special thank to Matt Djubasak and Chris Lindberg for their contributions to this post.

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

Flexibility is an inclusive practice. Structure is an inclusive practice. Both of these statements are true–yet, many people might wonder how to reconcile these seemingly opposite approaches in their course designs. How does one build a course that is both flexible enough to accommodate the diverse needs of their students, yet structured in a way that is clear and unambiguous? In a practical sense, what do these words really mean?

First, let’s define these terms and consider why each of these approaches are critical to student success. What do we mean by flexibility and structure and why are they both important features of course design and facilitation?

Flexibility

Flexibility is getting a lot of press right now, due to our global pandemic. We are all encouraged to be flexible and understanding of one another and to recognize that most of us, especially right now, are dealing with increased responsibilities. As a student myself, I recall how much relief it gave me to read in a note from my professor that this term is “all about flexibility” along with detail around what this means in the context of our course. 

For those of us familiar with online learning, accommodating students with full-time jobs and child or eldercare responsibilities, for example, is not new. However, even for our online students, these responsibilities are compounded by school closures and other distancing measures. Everyone needs additional flexibility, understanding, and support right now. Even you, reader! Let’s be explicit and honest about this in our communications with students and each other.

In the context of our online or remotely taught courses, how do we communicate this to students? Here are a few ideas and suggestions to get you started:

  1. Flexible policies: Saying you will be flexible is not enough. Build flexibility into your policies. For example, if students are required to do field observations for a report or lab, are the guidelines for these observations too restrictive? Might students with mobility challenges or high-risk health considerations be unable to spend extended periods of time outdoors? What alternatives can you provide to these students?
  2. Student choice: Providing your students options will increase their autonomy and engagement. Choice is especially important now because it will allow students to make decisions based, not only on their personal and professional interests, but also based on their individual circumstances, which may have drastically changed in recent months.
  3. Communication: Keeping the lines of communication open is essential. Frequent communication builds feelings of connection so that student needs are more likely to be articulated.

Structure

Building structure into your course means removing ambiguity and avoiding assumptions about your students. Structure does not mean being inflexible. You can be explicit and unambiguous without being rigid.

Two helpful tools for adding structure to your course are rubrics and models, or examples. Rubrics will help you to communicate with your students and will allow you to identify your expectations along with how each criterion will be evaluated. Model assignments will help students to interpret your expectations.

When you don’t have enough structure built into your course, when your expectations are ambiguous, your underrepresented students are disproportionately impacted. This level of ambiguity often results from assumptions about your students’ prior experiences. Assuming they know how to use an LMS or that they have reliable WiFi at home, for example, puts students who don’t have these resources at a disadvantage. 

When you don’t have enough structure built into your course, your students will be forced to make assumptions, correctly or incorrectly, about your expectations. Some students may ask questions, but others will do their work and hope for the best. This results in a clearly unequal playing field, exacerbating existing inequalities. 

Balance

Given that both flexibility and structure are needed in course design and teaching, whether online, remote, on-ground, or hybrid, how does one balance these competing elements?

Too much structure, and your students will lose agency and motivation. Too much flexibility, and your students may feel ungrounded and directionless.

Here are some tips for finding balance:

  • Give choice, but include clear parameters for evaluating student work.
  • Provide multiple lower stakes assessments and stage your course projects, so that students have multiple opportunities to get feedback, correct misconceptions, and earn course points.
  • Welcome student questions and concerns and share your feedback with the whole class. If one student is asking a question, many others are thinking about asking it and would benefit from the same communication. 
  • Don’t wait for students to request alternatives: odds are high that only your most privileged students will feel comfortable asking for accommodations such as more time or additional feedback. If one student requests an accommodation, others who need similar considerations, may not be asking for them. Why not proactively offer these options to all students?

As a final thought, both structure and flexibility are essential ingredients in the recipe for exemplary teaching. When you find the perfect blend of these elements, all your learners will benefit!

References

Parker, F., Novak, J, & Bartell, T. (2017). To engage students, give them meaningful choices in the classroom. Phi Delta Kappan 99 (2), 37-41.

Sathy, V. & Hogan, K.A. (2019). Want to reach all of your students? Here’s how to make your teaching more inclusive: Advice guide. Chronicle of Higher Education. Retrieved from https://www.chronicle.com/interactives/20190719_inclusive_teaching

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/

Open Pedagogy Part 1 – What is the value of going ‘open’?

By Ashlee M. C. Foster, Instructional Design Specialist Oregon State University Ecampus

Designing the "right" assignments
Figure 1: A list of challenges and strategies associated with designing the “right” assignments. This list is a result of a collaborative activity generated by the Critical Open Pedagogy cohort at the Digital Pedagogy Lab 2019. Photo courtesy of Ashlee Foster

Are you committed to broadening access to education and knowledge, acknowledging and mitigating barriers, fostering social justice, and designing authentic and renewable learning experiences that contribute to the greater good? Do you employ pedagogical approaches that focus on student agency, collaboration, community, and connection to the public and world at large? If so, you may be an open educator at heart!

This is a three-part blog which will introduce the potential value of open pedagogy (part 1), critically examine considerations and strategies for implementation (part 2), and explore current practitioner examples and design approaches (part 3), which I hope will help you envision open assessments for your courses.

You may be thinking those two little words encapsulate a great deal, and you would be right! I have learned that this is a complex question with various evolving answers among practitioners. Recent literature indicates that there is a shift occurring from Open Educational Resources (OER) centered pedagogy to pedagogy that is focused on the potential impact, collaboration, connection, democratization of education, and the critical inquiry of systems and technology. Both leaders in the field, Robin DeRosa and Rajiv Jhangiani define open pedagogy as, “access-oriented commitment to learner-driven education AND as a process of designing architectures and using tools for learning that enable students to shape the public knowledge commons of which they are a part.” It may help to contextualize this pedagogy by examining your perceived value of the approaches, consider what excites you most, and identify how you personally connect with the pedagogy. Let’s begin by exploring this together!

What values underpin open pedagogy?

What is open pedagogy?
Figure 2: A whiteboard with questions posed. The questions include “What is open pedagogy?”, “What is Open Educational Practices?”, and “What is Open Education?” Cohort members co-generated answers to these questions and posted them to the board. Photo courtesy of Ashlee Foster

I had an invaluable opportunity to attend the Digital Pedagogy Lab Critical Open Pedagogy track, facilitated by Rajiv Jhangiani. Throughout the intense week, our cohort engaged in meaningful discussions centered on what is it that makes someone an educator, open pedagogical approaches, public scholarship, educational technology, the democratization of education, and how open pedagogy can foster social justice. Rajiv asked participants to review his 5Rs for Open Pedagogy and then write a personal interpretation of the values. Specifically, he asked, “What brings you (or others) to this work?” In the spirit of openness, I have shared my initial perception of the values which continue to evolve as I learn more about the field.

Recent literature surveyed educators and asked them to describe how going open impacts their pedagogical approaches. Educators indicated that the open approaches prompted them to find innovative ways for students to obtain and share knowledge, use of new methods and platforms, diversify learning materials to include multi-perspectives, actively teach open literacies, move to a participatory model of teaching and learning from one that was top-down, and to engage in critical inquiry around entrenched knowledge structures.

Additionally, educators shared their perceived value for creating learning assessments that:

  • go beyond a single course (renewable),
  • are broadly relevant (inclusive),
  • allow for student choice when demonstrating learning (agency),
  • connect to the real world and the learner’s personal interests (relevancy),
  • amplify multi-perspectives from broad global voices (liberate),
  • empower students with the knowledge and skills to participate openly (freedom), and for educators and learners to collaborate (participate)!

What are students saying?

These are valuable insights from practicing educators, but what are students saying about open approaches in their classes? In a recent study, 173 students were asked to compare the educational value of open pedagogy to traditional approaches, to identify the types of learning outcomes associated with this approach, and if they preferred open pedagogical approaches to traditional. Out of 169 respondents, 53% of students preferred open pedagogical approaches to traditional classroom teaching practices. Students shared that the open approaches led to increased knowledge of the material, synthesis of information, consideration for the relevance of information, how to bring information together in a meaningful way for diverse audiences, application to real-world issues which they personally connect with, and they found the approaches to be more engaging. However, 20% of students preferred traditional pedagogy. This highlights that the integration of varied approaches may be optimal. I have learned that open pedagogy is not necessarily a silver bullet that can remedy all barriers and challenges associated with closed systems. Rather, it seems to be a tool that can be leveraged to foster social justice, engagement, participation, collaboration, co-construction of knowledge, the democratization of education, and to increase global access to education.

With all that said, let us circle back around to the question posed in the Critical Open Pedagogy workshop, what brings you to this work? I encourage you to reflect on this question. You may even find it helpful to write out your interpretation of the values of open pedagogy and share those with the community. If you feel comfortable to do so, please feel free to share in the comments of this blog. Do you find yourself inspired by this pedagogical approach? If so, I invite you to revisit this blog for Open Pedagogy Part 2 – Critical Considerations for Implementation and explore the resources below.

References

Resources

 

As described in an earlier post, Use a Mix Map for Blended Learning, the blended learning mix map is a widely used tool to visualize and design hybrid (or “blended”) courses that integrate scheduled face-to-face meetings with online elements. The two overlapping circles in this planning template provide space to list online learning activities, face-to-face learning activities and possibly activities that occur in both learning environments.

Blended Learning Mix Map

Where Does Learning Actually Occur?

Oregon State University faculty have found utility in drafting mix maps while in the early phases of hybrid course development. Many of those faculty suggested that the traditional two-circle mix map needed one improvement, namely a third circle! In response, the Center for Teaching and Learning and Ecampus created the Three-Disc Hybrid Design Mix Map.

Three-Disc Hybrid Design Mix Map

Does your blended course have learning activities that extend beyond the online and classroom environments (for example, service-learning, field or clinical experiences)? If so, this three-disc mix map is an ideal course planning tool. The “Other” circle is the place to list learning activities that principally take place somewhere other than the classroom and the online course site.

Sketch a Three-Disc Mix Map in Three Steps

You could create one mix map for your entire course, but many instructors prefer to focus on a single representative week of the course. There are three steps to sketching out your blended course vision on the three-disc mix map:

1 – List each learning activity in the appropriate circle. Consider these activities from the student perspective. For instance, collaborating on a group poster project, taking a quiz or making a presentation. Be sure to include “other” learning that occurs beyond the online and in-class environments. Consider the balance between learning activities in the three circles.

As to which learning activities fit where, that’s a topic to carefully consider and to converse about with your teaching colleagues as well as an instructional designer. For instance, think about the positioning of weekly discussions in your course. In terms of student learning outcomes, do discussions work best for you and your students in the classroom, online or possibly in both places? Can discussions be structured to bridge the gap between learning environments? Remember to consider how the timing of discussions will be woven into the broader, ongoing flow of blended learning in your course. And remember that classroom meeting time is finite and measured to the nearest minute in a hybrid course, so be judicious in using that time strategically!

2 – Use arrows to draw functional connections between the learning activities. For example, a weekly quiz is based on narrated online lectures, or an in-class discussion applies information from online readings. Aim to link every activity to at least one other activity. Be especially attentive to linkages between the online and face-to-face activities.

3 – List the average amount of time per week that you expect students will spend on each learning activity. For instance, two hours of reading or 90 minutes of problem solving. Check to see if the weekly total make sense in light of the Oregon State University credit hour policy, which states, “One credit is generally given for three hours per week of work in and out of class.”

Speaking of time expectations, 15 minutes is a reasonable amount of time for you to create a first draft of a mix map.

Mixing and Remixing

I recommend that you periodically revisit—and possibly redraw—your mix map, perhaps a week later, then a month later, to see how your blended course vision has evolved. A mix map is a malleable vision of a blended course at a given moment in the course design and development process; it’s not an end point. As the design and development process moves forward, remixing the map comes naturally.

In working with mix maps and more broadly with blended course design and teaching, focus on deeply interweaving the various course elements. Hybrid courses can truly be “the best of both worlds” of online and on-the-ground teaching and learning, by building on the strengths of each of these educational modalities, but only with intentional design that explicitly, and seamlessly, meshes the online, in-class and “other” elements of the course!

Resources

The OSU Hybrid Learning website provides downloadable mix map templates and sample mix maps. For more about blended learning, refer to these earlier blog posts: Blended Learning: What Do the Faculty Say? – Part 1 and Part 2, and Susan Fein’s excellent Blended Learning: What Does the Research Show?

If you’d like to take a deeper dive into blended learning, see the Blended Learning Toolkit and Kathryn Linder’s superb guide, The Blended Course Design Workbook.

The other day, my six-year-old asked me what the word “industrious” means, and I was overcome with pride and, moments later, mild panic as I tried to answer his question and couldn’t clearly articulate the meaning of the word.

This experience ended well (thanks, Alexa), but prompted me to think about how often we use words without fully understanding what they mean. We don’t question the meaning of these words when they are used in our work or daily interactions. We may use these words ourselves on occasion–or with regularity–but when we stop and try to define these words, the proper associations and descriptions don’t come immediately to mind.

In my work as an instructional designer, it’s common to talk about universal design or inclusive design, and in many cases, to use these descriptors interchangeably, when talking about design that is usable by a wide range of people. To a lesser extent, accessibility is used in a similar way, but, I think, our shared understanding of this term is more reliable.

For this blog post, I would like to spend some time defining and distinguishing these terms and grounding them in a historical context to more fully convey the nuances and layers of meaning ascribed to each term. I’ll wrap up with some strategies for designing courses to better meet the needs of all learners.

Accessibility

According to the Web Accessibility Initiative (WAI), “Web accessibility means that websites, tools, and technologies are designed and developed so that people with disabilities can use them.” It’s clear from this definition that accessibility is intended to address the needs of users with disabilities, so let’s consider disability. 

Prior to 2001, the World Health Organization (WHO) defined disability as a personal health condition. This definition placed emphasis on the individual. However, in 2001, the WHO redefined disability as a mismatched interaction between a person and their environment. This new definition places emphasis on the environment, rather than the individual. As a result, the onus is no longer only on the disabled individual to manage their health condition; rather, those who have influence over the environment need to make changes to the environment to better accommodate everyone who is interacting with it. In our case, the learning environment is the web, or more specifically, online courses. 

Unlike the other two design approaches we’ll consider, accessibility is intended to address the needs of users with disabilities. Another distinguishing feature of accessibility is that it describes an end goal. Our web content should be presented in such a way that the end result is an accessible website or technology. While this post will not go into the how of making web content accessible, here are some elements you may be familiar with: alternative text (alt tags), headings (H1, H2, H3, etc.), color contrast, captions and/or transcripts, reading order, keyboard navigation, and descriptive URLs are all examples of accessibility elements. All of these elements define what our design should look like, not how to get there.

Another distinguishing feature is that accessibility is required by law. We won’t delve into the specifics here, but it’s important to recognize that accessibility is a legal compliance issue.

Universal Design for Learning (UDL)

While accessibility addresses specific features of a website or online learning environment, Universal Design for Learning (UDL) takes a broader approach. UDL guidelines still emphasize accessibility, but the emphasis is not solely on making disability accommodations or complying with the law. The goal of UDL is to provide the greatest degree of access and usability for the widest range of individuals.

UDL includes a framework with three general principles, each of which includes multiple guidelines and checkpoints for actual practice. A UDL approach is structured and practical and, similar to accessibility, UDL defines an end goal: a product that is usable by the widest range of individuals possible. The framework, however, emphasizes the design, which is only one aspect of creating an online course.

To broaden our understanding of UDL, it’s important to understand that UDL emerged from universal design, which is an architectural concept. Architecture, unlike the web, is physically fixed, and as such, the emphasis is on a single design that works for everyone. 

Inclusive Design

While UDL emerged from architecture, inclusive design was “born out of digital environments,” and, while architecture is fixed, the web is flexible and ever-changing. As such, inclusive design emphasizes flexibility and process. Inclusive design is iterative. With an emphasis on iteration and process, inclusive design cannot be separated from the lived experience of actual users. In other words, if the users (in our case, students) are contributing to and evaluating the design, then we can no longer separate the design and delivery–the creation and facilitation activities.

With a focus on process, inclusive design emphasizes co-creation and frequent feedback from multiple developers as well as end users. In particular, seeking contributions from excluded communities during the entire design and evaluation process is critical to an inclusive process.

Unlike accessibility and UDL, inclusive design is focused on process and iteration. To help illustrate how we see these three design approaches working together, my colleague, Elisabeth McBrien and I created the figure below (figure 1).

Three circles. The outer circle represents inclusive design. The middle circle represents UDL. And the smallest circle represents accessibility.
Figure 1. An inclusive design process will always include UDL and accessibility as end goals.

We see accessibility compliance as core to any design. UDL goes beyond the requirements of accessibility to meet the needs of all users. In an inclusive design process, UDL and accessibility are always the end goal, but inclusive design emphasizes the importance of feedback and iteration. We can always improve and we always have more work to do.

In Practice

Now that we have a better understanding how accessibility, UDL, and inclusive design work together to contribute to a learning environment that meets the needs of all learners, how do we apply them and improve? Ecampus has many guidelines and templates that help us to meet the goals of accessibility and UDL, but how can we be more inclusive throughout this process? 

Here are some inclusive approaches that you might consider integrating into your course facilitation and teaching:

  • Build rapport with students. This is accomplished by infusing instructor presence whenever possible. Respond to Q&A questions and emails within 24-48 hours. Share resources. Deliver feedback promptly. An important element of rapport and presence is showing your personality, so consider using video to welcome students and to encourage them throughout the course.
  • Solicit feedback. One of the easiest ways to solicit feedback from your students is to use a survey. Keep surveys short and consider asking students to share in a few words how the course is going or what they find most challenging.
  • Establish clear criteria and structure. Rubrics, templates, examples, and consistent naming and organization of course materials are just a few ways to provide clarity and structure.
  • Acknowledge student contributions. Praise is an instant confidence booster. Do you have a student–particularly, an underrepresented student–who did an exceptional job on one of your assignments? Let them know. Consider sharing their work as an example–with their permission, of course.
  • Feature counter-stereotypical examples of people in your field. One common barrier to success for underrepresented students is that they don’t see themselves reflected in a particular discipline. Make sure your readings, examples, and other course materials represent a variety of identities. If there’s a lack of diversity in your field, find a way to acknowledge this to your students.
  • Promote student agency and autonomy by giving them choice, whenever possible. Providing choice and promoting agency allow students to connect your course to their own experiences and values.
  • Emphasize real world applications of course work. Often, we assume that our students understand the purpose of course activities, but this is not always the case. Sharing real world applications will help students to see the value and greater purpose of their studies.

Final Thoughts

We’ve covered a lot in this post, and I hope that we’ve come away with a better understanding of disability, accessibility, Universal Design for Learning (UDL), and inclusive design. One of the most important takeaways is that inclusive design is an ongoing process of feedback and iteration. As our student body changes, so do their needs. In an upcoming blog post, Elisabeth McBrien will share more details about student needs and how you might use student personas to design more inclusively.  

As we continue the challenging–yet meaningful–work of creating welcoming online learning environments, it’s important that we have a shared understanding of what that work entails, what work we have done, and what work we have yet to do.

Resources

  1. Appert, L. et al. (2018) Guide for Inclusive Teaching at Columbia. Columbia University: Center for Teaching and Learning.
  2. Gannon, Kevin. (2018) The case for inclusive teaching. Chronicle of Higher Education.
  3. Hogan, Kelly A. and Sathy, Viji. (2019, July 22) “Want to Reach All of Your Students? Here’s How to Make Your Teaching More Inclusive: Advice Guide.” Chronicle of Higher Education.
  4. The inclusive design guide. Inclusive Design Research Centre at OCAD University. CC-BY 3.0.
  5. Inclusive Teaching: Supporting All Students in the College Classroom. EdX course from Columbia University.

Introduction

For those who work in higher education, it may not come as a surprise that the field of instructional design has grown in tandem with the expansion of online programs and courses. Evidence of this growth abounds. While the discipline of instructional design has expanded rapidly in recent years, the history of instructional design is not well known by those outside of the field.

This post will cover a brief history of instructional design with a particular emphasis on design: What influences design? How are design decisions made? How has the way we approached design changed over time? We’ll also consider how instructional designers actually design courses and the importance of course structure as an inclusive practice.

Instructional Design: Theory and History

Every instructional design curriculum teaches three general theories or theoretical frameworks for learning: behaviorism, cognitivism, and constructivism. While an instructional designer (ID) probably wouldn’t call herself a cognitivist or a behaviorist, for example, these theories influence instructional design and the way IDs approach the design process.

The field of instructional design is widely believed to have originated during World War II, when training videos like this one were created to prepare soldiers with the knowledge and skills they would need in battle. This form of audio-visual instruction, although embraced by the military, was not initially embraced by schools.

B.F. Skinner
“B.F. Skinner” Portrait Art Print
by Xiquid

In the 1950s, behaviorists, such as B.F. Skinner, dominated popular thought on how to teach and design instruction. For behaviorists, learning results in an observable change in behavior. The optimal design of a learning environment from a behaviorist perspective would be an environment that increases student motivation for learning, provides reinforcement for demonstrating learning, and removes distractions. Behaviorists are always designing for a specific response, and instruction is intended to teach discrete knowledge and skills. For behaviorists, motivation is critical, but only important to the extent that it elicits the desired behavior. 

Cognitivism was largely a response to behaviorism. Cognitivists emphasized the role of cognition and the mind; they acknowledged that, when designing learning environments, there is more to consider than the content to be learned. More than environmental factors and instructional components, the learners’ own readiness, or prior knowledge, along with their beliefs and attitudes, require consideration. Design, from a cognitivist approach, often emphasizes preparedness and self-awareness. Scaffolding learning and teaching study skills and time-management (metacognitive skills) are practices grounded in a cognitivist framework.

While cognitivists emphasize the learner experience, and in particular, acknowledge that learners’ existing knowledge and past histories influence their experience, the learner is still receiving information and acting on it–responding to carefully designed learning environments.

Constructivism, the most current of the three frameworks, on the other hand, emphasizes that the learner is constructing their own understanding of the world, not just responding to it. Learners are activity creating knowledge as they engage with the learning environment.

All–or nearly all–modern pedagogical approaches are influenced by these theoretical frameworks for learning.

Design Approaches

A single course can be seen as a microcosm of theoretical frameworks, historical models, and value-laden judgements of pedagogical approaches

Learning theories are important because they influence our design models, but by no means are learning theories the only factor guiding design decisions. In our daily work, IDs rely on many different tools and resources. Often, IDs will use multiple tools to make decisions and overcome design challenges. So, how do we accomplish this work in practice?

  1. We look to established learning outcomes. We talk about learning goals and activities with faculty. We ask questions to guide decision making about how to meet course learning outcomes through our course design.
  2. We look to research-based frameworks and pedagogical approaches such as universal design for learning (UDL), inclusive design, active learning, student-centered design, and many other models. These models may be influenced by learning theory, but they are more practical in nature.
  3. We look to human models. We often heed advice and follow the examples our more experienced peers.
  4. We look to our own past experiences and solutions that have worked in similar situations, and we apply what we learned to future situations.
  5. We make professional judgements; judgements rooted in our tacit knowledge of what we believe “good design” looks like. For better or for worse, we follow our intuition. Our gut.

Over time, one can see that instructional design has evolved from an emphasis on teaching discrete knowledge and skills that can be easily measured (behaviorism) to an emphasis on guiding unique learners to actively create their own understanding (constructivism). Design approaches, however, are not as straightforward as simply taking a theory and applying it to a learning situation or some course material. Instructional design is nuanced. It is art and science. A single course can be seen as a microcosm of theoretical frameworks, historical models, and value-laden judgements of pedagogical approaches–as well as value-laden judgements of disciplinary knowledge and its importance. But. That’s another blog post.

Design Structure to Meet Diverse Needs

Meeting diverse needs, however, does not necessitate complexity in course design

If learners are unique, if learning can’t be programmed, if learning environments must be adaptable, if learners are constructing their own knowledge, how is all of this accommodated in a course design?

Designing from a modern constructivist perspective, from the viewpoint that students have vastly different backgrounds, past experiences, and world-views, requires that many diverse needs be accommodated in a single course. Meeting diverse needs, however, does not necessitate complexity in course design. Meeting diverse needs means that we need to provide support, so that it is there for those who need it, but not distracting to those who don’t need it. Design needs to be intuitive and seamless for the user.

Recent research on inclusive practices in design and teaching identify structure as an inclusive practice. Design can be viewed as a way of applying, or ensuring, a course structure is present. In that way, working with an instructional designer will make your course more inclusive. But, I digress. Or, do I?

Sathy and Hogan contend, in their guide, that structure benefits all students, but some, particularly those from underrepresented groups, benefit disproportionately. Conversely, not enough structure, leaves too many students behind. Since many of the same students who benefit from additional course structure also succeed a lower rates, providing course structure may also help to close the achievement gap.

How are We Doing This?

The good news is that Ecampus is invested in creating courses that are designed–or structured–in a way that meets the needs of many different learners. Working with an Ecampus instructional designer will ensure that your course materials are clearly presented to your students. In fact, many of the resources we provide–course planning templates, rubrics, module outlines, consistent navigation in Canvas, course banners and other icons and visual cues–are intended to ensure that your students navigate your course materials and find what they need, when they need it.

References

Icons made by phatplus and Freepik from www.flaticon.com are licensed by CC 3.0 BY

Boling, E., Alangari, H., Hajdu, I. M., Guo, M., Gyabak, K., Khlaif, Z., . . . Techawitthayachinda, R. (2017). Core Judgments of Instructional Designers in Practice. Performance Improvement Quarterly, 30(3), 199-219. doi:10.1002/piq.21250

Eddy, S.L. and Hogan, K. A. (2017) “Getting Under the Hood: How and for Whom Does Increasing Course Structure Work?” CBE—Life Sciences Education. Retrieved from https://www.lifescied.org/doi/10.1187/cbe.14-03-0050

Sathy, V. and Hogan, K.A. (2019). “Want to Reach All of Your Students? Here’s How to Make Your Teaching More Inclusive: Advice Guide. Chronicle of Higher Education. Retrieved from https://www.chronicle.com/interactives/20190719_inclusive_teaching

Tanner, K.D. (2013) “Structure Matters: Twenty-One Teaching Strategies to Promote Student Engagement and Cultivate Classroom Equity,” CBE—Life Sciences Education. Retrieved from https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3762997/