This post is the second in a three-part series that summarizes conclusions and insights from research of active, blended, and adaptive learning practices. Part one covered active learning, and today’s article focuses on the value of blended learning.

First Things First

What, exactly, is “blended” learning? Dictionary.com defines it as a “style of education in which students learn via electronic and online media as well as traditional face-to-face learning.” This is a fairly simplistic view, so Clifford Maxwell (2016), on the Blended Learning Universe website, offers a more detailed definition that clarifies three distinct parts:

  1. Any formal education program in which at least part of the learning is delivered online, wherein the student controls some element of time, place, path or pace.
  2. Some portion of the student’s learning occurs in a supervised physical location away from home, such as in a traditional on-campus classroom.
  3. The learning design is structured to ensure that both the online and in-person modalities are connected to provide a cohesive and integrated learning experience.

It’s important to note that a face-to-face class that simply uses an online component as a repository for course materials is not true blended learning. The first element in Maxwell’s definition, where the student independently controls some aspect of learning in the online environment, is key to distinguishing blended learning from the mere addition of technology.

You may also be familiar with other popular terms for blended learning, including hybrid or flipped classroom. Again, the common denominator is that the course design intentionally, and seamlessly, integrates both modalities to achieve the learning outcomes.

Let’s examine what the research says about the benefits of combining asynchronous, student-controlled learning with instructor-driven, face-to-face teaching.

Does Blended Learning Offer Benefits?

Blended Learning Icon

The short answer is yes.

The online component of blended learning can help “level the playing field.” In many face-to-face classes, students may be too shy or reluctant to speak up, ask questions, or offer an alternate idea. A blended environment combines the benefit of giving students time to compose thoughtful comments for an online discussion without the pressure and think-on-your-feet demand of live discourse, while maintaining direct peer engagement and social connections during in-classroom sessions (Hoxie, Stillman, & Chesal, 2014). Blended learning, through its asynchronous component, allows students to engage with materials at their own pace and reflect on their learning when applying new concepts and principles (Margulieux, McCracken, & Catrambone, 2015).

Since well-designed online learning produces equivalent outcomes to in-person classes, lecture and other passive information can be shifted to the online format, freeing up face-to-face class time for active learning, such as peer discussions, team projects, problem-based learning, supporting hands-on labs or walking through simulations (Bowen, Chingos, Lack, & Nygren, 2014). One research study found that combining online activities with in-person sessions also increased students’ motivation to succeed (Sithole, Chiyaka, & McCarthy, 2017).

What Makes Blended Learning So Effective?

Five young people studying with laptop and tablet computers on white desk. Beautiful girls and guys working together wearing casual clothes. Multi-ethnic group smiling.

Nearly all the research reviewed concluded that blended learning affords measurable advantages over exclusively face-to-face or fully online learning (U.S. Department of Education, Office of Planning, Evaluation, and Policy Development, 2009). The combination of technology with well-designed in-person interaction provides fertile ground for student learning. Important behaviors and interactions such as instructor feedback, assignment scaffolding, hands-on activities, reflection, repetition and practice were enhanced, and students also gained advantages in terms of flexibility, time management, and convenience (Margulieux, McCracken, & Catrambone, 2015).

Blended learning tends to benefit disadvantaged or academically underprepared students, groups that typically struggle in fully online courses (Chingosa, Griffiths, Mulhern, and Spies, 2017). Combining technology with in-person teaching helped to mitigate some challenges faced by many students in scientific disciplines, improving persistence and graduation rates. And since blended learning can be supportive for a broader range of students, it may increase retention and persistence for underrepresented groups, such as students of color (Bax, Campbell, Eabron, & Thomson, 2014–15).

Blended learning  benefits instructors, too. When asked about blended learning, most university faculty and instructors believe it to be more effective (Bernard, Borokhovski, Schmid, Tamim, & Abrami, 2014). The technologies used often capture and provide important data analytics, which help instructors more quickly identify under-performing students so they can provide extra support or guidance (McDonald, 2014). Many online tools are interactive, fun and engaging, which encourages student interaction and enhances collaboration (Hoxie, Stillman, & Chesal, 2014). Blended learning is growing in acceptance and often seen as a favorable approach because it synthesizes the advantages of traditional instruction with the flexibility and convenience of online learning (Liu, et al., 2016).

A Leap of Faith

Is blended learning right for your discipline or area of expertise? If you want to give it a try, there are many excellent internet resources available to support your transition.

Though faculty can choose to develop a blended class on their own, Oregon State instructors who develop a hybrid course through Ecampus receive full support and resources, including collaboration with an instructional designer, video creation and media development assistance. The OSU Center for Teaching and Learning offers workshops and guidance for blended, flipped, and hybrid classes. The Blended Learning Universe website, referenced earlier, also provides many resources, including a design guide, to support the transformation of a face-to-face class into a cohesive blended learning experience.

If you are ready to reap the benefits of both online and face-to-face teaching, I urge you to go for it! After all, the research shows that it’s a pretty safe leap.

For those of you already on board with blended learning, let us hear from you! Share your stories of success, lessons learned, do’s and don’ts, and anything else that would contribute to instructors still thinking about giving blended learning a try.

Susan Fein, Oregon State University Ecampus Instructional Designer
susan.fein@oregonstate.edu | 541-747-3364

References

  • Bax, P., Campbell, M., Eabron, T., & Thomson, D. (2014–15). Factors that Impede the Progress, Success, and Persistence to Pursue STEM Education for Henderson State University Students Who Are Enrolled in Honors College and in the McNair Scholars Program. Henderson State University. Arkadelphia: Academic Forum.
  • Bernard, R. M., Borokhovski, E., Schmid, R. F., Tamim, R. M., & Abrami, P. C. (2014). A meta-analysis of blended learning and technology use in higher education: From the general to the applied. J Comput High Educ, 26, 87–122.
  • Bowen, W. G., Chingos, M. M., Lack, K. A., & Nygren, T. I. (2014). Interactive learning online at public universities: Evidence from a six-campus randomized trial. Journal of Policy Analysis and Management, 33(1), 94–111.
  • Chingosa, M. M., Griffiths, R. J., Mulhern, C., & Spies, R. R. (2017). Interactive online learning on campus: Comparing students’ outcomes in hybrid and traditional courses in the university system of Maryland. The Journal of Higher Education, 88(2), 210-233.
  • Hoxie, A.-M., Stillman, J., & Chesal, K. (2014). Blended learning in New York City. In A. G. Picciano, & C. R. Graham (Eds.), Blended Learning Research Perspectives (Vol. 2, pp. 327-347). New York: Routledge.
  • Liu, Q., Peng, W., Zhang, F., Hu, R., Li, Y., & Yan, W. (2016). The effectiveness of blended learning in health professions: Systematic review and meta-analysis. Journal of Medical Internet Research, 18(1). doi:10.2196/jmir.4807
  • Maxwell, C. (2016, March 4). What blended learning is – and isn’t. Blog post. Retrieved from Blended Learning Universe.
  • Margulieux, L. E., McCracken, W. M., & Catrambone, R. (2015). Mixing in-class and online learning: Content meta-analysis of outcomes for hybrid, blended, and flipped courses. In O. Lindwall, P. Hakkinen, T. Koschmann, & P. Tchoun (Ed.), Exploring the Material Conditions of Learning: Computer Supported Collaborative Learning (CSCL) Conference (pp. 220-227). Gothenburg, Sweden: The International Society of the Learning Sciences.
  • McDonald, P. L. (2014). Variation in adult learners’ experience of blended learning in higher education. In Blended Learning Research Perspectives (Vol. 2, pp. 238-257). Routledge.
  • Sithole, A., Chiyaka, E. T., & McCarthy, P. (2017). Student attraction, persistence and retention in STEM programs: Successes and continuing challenges. Higher Education Studies, 7(1).
  • U.S. Department of Education, Office of Planning, Evaluation, and Policy Development. (2009). Evaluation of Evidence-Based Practices in Online Learning: A Meta-Analysis and Review of Online Learning Studies. Washington, D.C.

Image Credits

  • Blended Learning Icon: Innovation Co-Lab Duke Innovation Co-Lab [CC0]
  • Leap of Faith: Photo by Denny Luan on Unsplash
  • School photo created by javi_indy – www.freepik.com
student response slide

In my last post, I described how Ecampus courses use synchronous study sessions to provide listening and speaking practice to students of world languages. Much of the Ecampus language learning experience is entirely asynchronous, however, to provide flexibility for our students. So how exactly do students converse asynchronously? This post will describe the design of asynchronous listening and speaking exercises in 300-level French conversation courses, executed by Ana-Maria M’Enesti, PhD, and facilitated via VoiceThread, a slide show within the LMS that displays course content about which participants comment via text, audio, or video.

Title slide and Intro slide
In these two slides, Ana-Maria intros the topic via video comment, contextualizes the resource via audio, and links out to the resource. The “i” icon indicates an “Instructions” comment and the numbered icons indicate links 1 and 2.

VoiceThread was an appealing platform because of the ease with which students can add audio or video comments, more streamlined than the protocol for uploading video to a discussion board, and because of its display of content in sequential slides. When Ana-Maria and I began exploring how to present her asynchronous conversational lessons within VoiceThread, we realized that we could chunk each stage of the activity into these individual slides. This made the cognitive load at each stage manageable, yet provided continuity across the activity, because the slides are contained in a single assignment; students navigate by advancing horizontally from slide to slide. VoiceThread allows each slide to link to external content, so students can maintain their place in the sequence of the assignment while engaging with linked resources in another window. Most importantly, since students encounter all the related learning activities from within a single context, it is clear to them why they are investing time in reading or watching a resource – they anticipate that, at the end of the assignment, they will complete a culminating speaking activity.

For the culminating speaking activity, we used VoiceThread to provide each student with a place to upload his or her initial post as a new, individual slide that occupies the entire horizontal pane. Replies from peers are then appended to each student’s initial slide post. Visually, this is easier to follow than a text-based discussion, with its long, vertical display of posts that uses nesting to establish the hierarchy of threaded replies. Within VoiceThread, as students advance through the slides, they are able to focus their attention on each student’s initial post and the associated peer replies, one at a time.

student response slide
A student’s initial slide post displays her individual environmental footprint gained from using the resource linked earlier. On the left, there is an audio explanation and comments between the student, “AC,” instructor, and peers, labeled by their initials or profile pic.

Now that I’ve discussed how we exploited the mechanics of VoiceThread, I’ll review the learning design. To progressively scaffold students’ conversational skills, Ana-Maria builds each assignment as a series of activities of increasing difficulty. On the first slide, students might be prompted to share opinions or personal experiences of a topic in order to activate prior knowledge of thematic vocabulary and associated grammatical structures. Then, on subsequent slides, students are challenged to read or watch related content that is comprehensible, but a bit beyond their current language competence, the “i+1” level, as Krashen coined it. Afterwards, to ensure they’ve grasped the resource, Ana-Maria typically poses factual comprehension questions and then asks students to re-read or re-watch so that they can grasp any meanings they may have missed on the initial encounter.

Finally, students are asked to speak critically on what they read or watched, express a solution to a problem, or place the topic within their own cultural context, using topic-specific vocabulary and associated grammatical structures that they’ve heard or read from the included resources. The instructor is present throughout, mediating the interaction between student and content, since Ana-Maria narrates each slide, reading the instructions aloud and adding additional context. There is also support for listening comprehension, as the most critical instructions are written on each slide.

For the feedback stage of the assignment, students learn from each other’s responses, listening and providing replies to at least two peers on two different days of the week. This requirement allows conversations to develop between students and provides the third type of interaction, learner-to-learner, so that the activity sequence facilitates all three of the interactions described by Moore (1989): learner to content, learner to instructor, and learner to learner.

As expressed by one of our own students, “I was uncertain how a conversation course online would really work,” but “VoiceThread proved to be a helpful tool.” It allowed us to solve the puzzle of providing asynchronous conversational activities for students, who reported in surveys that it helped:

  • to “humanize” them to each other, like being “in an actual classroom”
  • to connect them with their instructor
  • to provide “access to multiple tasks within one [assignment]”
  • to improve listening and speaking skills
  • to make “group projects flow better”

VoiceThread is quite a versatile tool and is being piloted for use with many other disciplines at Ecampus. I’m sure you can imagine other ways to adapt it to your own context and content!

If you’ve ever needed an excessive amount of photographs or diagrams to accurately describe a physical object for your class, you may benefit from a 3D model.

Standard media types, including text, photographs, illustrations, audio, video, and animation, are crucial to the online learning experience. A 3D model is essentially another media type with a lot of unique qualities.

What is a 3D model?

3D models, in this case, are digital representations of physical objects. 3D models generally consist of a polygon mesh and a surface texture. The polygon mesh is a “shell” comprised of the different surfaces of a 3-dimensional object. There are three main components that make up this shell: vertices (points), edges (lines), and faces (planes). For what should be clear from the previous sentence, polygon meshes are often referred to as simply “geometry.” There are a lot of other technical terms associated with polygon meshes, but in practical application, you may never need to learn them.

The surface texture, at its most basic, is an image, mapped onto the surface of the polygon mesh.

A texture can be as simple as a solid color, or as complex as a high-resolution photograph. The texture will be wrapped onto the surface of the geometry with the help of a set of instructions called UVs. UVs are a complex topic in and of themselves, so it’s good enough that you just know they exist conceptually.

These textures can have physics-based properties that interact with light to produce effects such as transparency, reflection, shadows, etc.

You’re probably thinking to yourself now, that 3D models are too complicated to be of use in your courses, but that’s not necessarily true. The composition and inner workings of 3D models are complicated, for sure, but you don’t need to be an expert to benefit from them.

Where did they come from, and how are they used?

There probably isn’t a day that goes by where you don’t experience a 3D model in some way. They are everywhere.

3D models, in digital form, have been around for decades. They have been used in industrial applications extensively. 3D models are used to generate toolpaths for small and large machines to manufacture parts more consistently than a human could ever hope to. 3D models are also used to generate toolpaths for 3D printers.

3D models are used in movies, animations, and video games. Sometimes entire worlds are created with 3D models for use in virtual and augmented reality.

Modern interfaces for computers and smartphones are awash in 3D graphics. Those graphics are rendered on the screen from 3D models!

How can they help me as an educator?

If you’re still not convinced that 3D models hold any benefit to you, I’ll explain a few ways in which they can enrich your course materials.

  1. 3D models are easily examined and manipulated without damage to physical specimen.
    • If you are involved in teaching a course with physical specimens, you are no doubt familiar with the concept of a “teaching collection.” A teaching collection is a high-turnover collection that gets handled and examined during class. Normally these collections break down quickly, so instructors are hesitant to include rare and fragile specimens. Having digital proxies for these rare and fragile specimens will allow students access to otherwise unknown information. This has even bigger benefits to distance students, as they don’t have to be anywhere near the collection to examine its contents.
  2. 3D models give students unlimited time with a specimen
    • If you have a biology lab, and the students are looking at skull morphology, there’s a distinct possibility that you would have a skull on hand to examine. If there are 30 students in the course, each student will have only a short amount of time to examine the specimen. If that same skull was scanned and made into a 3D model, each student could examine it simultaneously, for as long as they need.
  3. 3D models are easily shared
    • Many schools and universities around the world are digitizing their collections and sharing them. There is a fair amount of overlap in the models being created, but the ability to add regionally exclusive content to a global repository would be an amazing benefit to science at large. Smaller schools can have access to a greater pool of materials, and that is good for everyone.
  4. 3D models have presence
    • A 3D model is a media object. That means it can be examined, but it’s special in the way that it can be interacted with. Functionality can be built on and around a 3D model. Models can be manipulated, animated, and scaled. A photograph captures the light bouncing off of an object, that is closer to a description of the object.  A 3D model is a representation of the actual physical properties of the object, and that strikes at the nature of the object itself. This means that a 3D model can “stand in” for a real object in simulations, and the laws of physics can be applied accurately. This realistic depth and spatial presence can be very impactful to students. Much more so than a simple photograph.
  5. 3D models can be analyzed
    • Because 3D models are accurate, and because they occupy no physical space, they lend themselves to analysis techniques unavailable to the physical world. Two models can be literally laid on top of one another to highlight any differences. Measurements of structures can be taken with a few clicks. In the case of a machined part, material stress tests can be run over and over without the need to replace the part.

These are only a few of the ways that an educator could leverage 3D models. There are many more. So, if you still find 3D models interesting, you’re probably wondering how to get them, or where to look. There are a lot of places to find them, and a lot of techniques to build them yourself. I’ll outline a few.

Where do I get them?

3D models are available all over the internet, but there are a few reputable sources that you should definitely try first. Some will allow you to download models, and some will allow you to link to models on their site. Some will allow you to use the models for free, while others will require a fee. Some will have options for all of the aforementioned things.

How do I create them?

The two main ways to create 3D models are scanning and modeling.

Scanning can be prohibitively expensive, as the hardware can run from a few hundred dollars, to many thousands of dollars. But, like anything else technological, you get what you pay for. The quality is substantially better with higher-end scanners.

For something a little more consumer-grade, a technique called photogrammetry can be employed. This is a software solution that only requires you to take a large series of photographs. There is some nuance to the technique, but it can work well for those unable to spend thousands of dollars on a 3D scanner. Some examples of photogrammetry software include PhotoScan and COLMAP.

Modeling has a steep learning curve. There are many different software packages that allow you to create 3D models, and depending on your application, some will be better suited than others. If you are looking to create industrial schematics or architectural models, something likeFusion 360, AutoCad, or Solidworks might be a good choice. If you’re trying to sculpt an artistic vision, where the precise dimensions are less important, Maya, Blender, Mudbox or Zbrush may be your choice.

How to use them in your class:

There are a number of ways to use 3D models in your class. The simplest way is to link to the object on the website in which it resides. At OSU Ecampus, we use the site, SketchFab, to house our 3D scans. The source files stay with us as we create them, but we can easily upload them to SketchFab, brand them, and direct students to view them. SketchFab also allows us to add data to the model by way of written descriptions andannotations anchored to specific structures in the model.

The models hosted on SketchFab behave similarly to YouTube videos. You can embed them in your own site, and they are cross-platform compatible. They are even mobile-friendly.

As you can see, there is a lot to learn about 3D models and their application. Hopefully, I’ve broken it down into some smaller pieces that you can reasonably pursue on your own. At the very least, I hope that you have a better understanding of how powerful 3D models can be.

A big THANK YOU to Nick Harper, Multimedia Developer, Oregon State University Ecampus

Active Learning Online – Part 2

The first post about active learning looked at how to include active learning in an online course. You heard about how a history professor used an interactive timeline. Each student added images, facts, and descriptions to the timeline, and the result was a visually-rich historical review. Students had fun while learning about facts and events. This is an example of collaboration and active learning at its best. The second example focused on interactive textbooks as an alternative to printed books. The Top Hat product combined words, images, video, and engaging activities to improve learning and make it more active.

In today’s post we look at two new active learning ideas: mind mapping and annotated reading. Although these two technologies are different from each other, they offer similar benefits. Mind mapping requires the student to visually depict a concept, process, or system. Students label relevant parts or steps, show how these are connected, and identify key relationships. Annotated reading, on the other hand, allows students to enter short comments to passages of text, which encourages peer-to-peer interaction and sharing. While reading, students identify confusing sections, ask (or answer) questions, and interact with others. Both methods actively engage students in the learning process and support them to apply and analyze course concepts.

A Picture is Worth…

You know the famous quip about pictures, so let’s consider how using a visually-based tool for active-learning can support online learners. Wikipedia defines mind mapping as “a diagram used to visually organize information.” Similar tools are concept maps and information maps.

Why are images important for learning? Mind maps help students understand concepts, ideas, and relationships. According to Wikipedia, a meta-study found that “concept mapping is more effective than ‘reading text passages, attending lectures, and participating in class discussions.'” One reason is because mind maps mimic how our brain works. They help us see the “big picture” and make important connections. Not only are mind maps visually appealing, they are also fun to create! Students can work alone or in teams.  This mind map about tennis is colorful and stimulating.

If you want to try mind mapping yourself, here’s a free tool called MindMup. There are many others available, some free and others with modest fees. The Ecampus team created an active learning resources mind map, made with MindMeister. Take a look. There are a lot of great ideas listed. Try a few!

Close Encounters

College student with an open textbookMost classes assign reading to students. Yet reading is a solo activity, so it offers a lower level of active learning. But there are ways to raise reading’s active learning value, with or without technology.

Using a technique called close reading, students get more active learning benefits. Close reading is a unique way to read, usually done with short sections of text. With careful focus, close reading helps students reach a deeper understanding of the author’s ideas, meaning and message.

Three students pointing to laptop screenIf you want to add technology, you can make reading even more active! Using an app called Perusall, reading becomes a collaborative activity. Perusall lets students add comments to the reading and see what others are saying. Students can post questions or respond. Instructors set guidelines for the number of entries and discover which content is most confusing. Originally built for the face-to-face classroom, Perusall is also an effective tool for online learning. Perusall is like social networking in the textbook. It helps students engage with materials and be more prepared to apply the concepts and principles to later assignments. Perusall can be used with or without the close reading technique. 

Want to Try?

Let us know if you have questions or want to try an idea. We are here to help! If you are already working with an Ecampus instructional designer, contact them to ask about these active learning technologies. Or send an email to me, susan.fein@oregonstate.edu, and I’ll be happy to point you in the right direction.

References

Images

Susan Fein, Ecampus Instructional Designer, susan.fein@oregonstate.edu

H5P (HTML5 Package) is a free online tool that allows you to create and upload, download, and share HTML5 interactive content using H5P.org or by installing a H5P plugin on Drupal, Moodle, or WordPress.

5 Steps to use H5P.org
 Upload Download Share logo

  1. Go to https://h5p.org
  2. Click on “Create free account” [located in top right corner] and create a free H5P user account.
  3. Login to your H5P account with your username and password.
  4. Navigate to the “Examples & downloads” page and choose one of the H5P Content Types.
    • Use the “clone content” feature to create a new piece of H5P content from one of the examples.
    • Give the cloned content a title and adapt the cloned content to suit your needs.
    • Choose from the list of H5P options to embed and download the newly created content.
    • If there are no copyrights, uncheck the box next to the copyright button.
  5. Save the H5P content to your h5p.org account.

Once saved to your H5P account, you can embed the H5P content on a website, add it to a Canvas course Page or Module, or you can download a packaged h5p file and upload it to a Drupal, Moodle, or WordPress platform with an installed H5P plugin.

What Can You Make with H5P?

31+ HTML5 Interactive Content Types:
Games, Multimedia, Quizzes, etc.
See H5P Examples & Downloads

world wide web iconH5P.org

Want to add an engaging “wow!!” factor to your teaching, on-campus or online? Try using augmented reality (AR). It’s simple, easy, and there is a wide range of educational apps for iOS and Android devices, many for free. Best of all, AR taps into the eager desire many young people express to use technology in innovative ways, including as part of their learning experience.

Per a recent survey from Adobe Education, 93 percent of Gen Z students said that technology in the classroom was essential for their career preparedness, as reported in a 2016 EdTech article. The survey found that “Gen Z students see technology and creativity as important and intersecting aspects of their identities.”

jan17blog_surveygraphic

2017blog_pokemongo

Remember the headlines for Pokemon GO? Maybe you, too, got hooked. If so, you were one of about 21 million users who were playing every day! This is the compelling aspect of AR–it’s fun, engaging, innovative and for some, nearly addictive. The astonishingly realistic and detailed displays of many AR apps, such as those for physiology, add an exciting and engaging dimension to learning. And with AR instantly available in the palm of your student’s hand, there’s no reason not to explore this creative and exciting technology.

(Image by Paintimpact pokemon go)

But AR isn’t just for fun or entertainment. It got serious and life-saving applications as well. AR, and related technologies like virtual reality (VR), are being used in medicine with extraordinary outcomes. In 2015, a baby in Florida was born with only half a heart. Surgeons used a cell phone, 3D imaging software, and a $20 Google Cardboard VR viewer to “peer into the baby’s heart.” The surgeon, Dr. Redmond Burke, said, “I could see the whole heart. I could see the chest wall. I could see all the things I was worried about in creating an operation,” as recounted in How Virtual Reality Could Change the Way Students Experience Education.

Though many AR apps are geared towards a K-12 audience, there are still plenty of ways to effectively include AR in the college classroom. Nearly every discipline has AR apps, including anatomy and physiology, physics, geography, American history, language translation, astronomy, science, geometry, chemistry, marketing and advertising, mechanics and engineering, interior design, architecture, and more! Check out the 32 Augmented Reality Apps for the Classroom from edshelf, or simply do your own internet search for “augmented reality education” and explore.

You might be wondering how to employ AR technology in the online classroom. For apps that make AR targets available online (many do), just provide the URL and have students download and print. Some apps use the natural world as a target; for example, Star Chart uses GPS to calculate the current location of every star, planet, and moon visible from Earth – day or night – and will tell the viewer what they are looking at.

The possibilities are endless! Give it a try yourself. I am willing to bet that you will exclaim, “Wow, that’s so cool!”

Bright red and orange maple leaves against a blue skyResearch supports the value of online student-to-student interaction and building community among learners. Week 1 intro discussions—Let’s get acquainted. Tell us about yourself!—are a staple of interaction among students in online and hybrid courses. Can a Week 1 intro discussion that introduces students to one another also actively engage them in learning course content while building community with peers?

Karen Holmberg, Assoc. Prof. of Creative Writing, uses an “Interview Haiku” exercise in her hybrid WR 241 Introduction to Poetry Writing course that combines students introducing themselves and introducing peers while practicing the popular three-line poetry form.

After being introduced to haiku, syllable counting and marking stresses in the first week, Prof. Holmberg’s students interview partners during an in-class session. (In a fully online course, this step could be done through other means, for instance, in a Google doc or by text or email.) For these intro interviews, she provides a set of six questions such as “Describe your preferred environment: urban, woodland, seaside, desert, etc.?” and “What is your favorite animal and why?”

Text showing portions of interview questionsFollowing the interviews, students write haikus to introduce their interview partners to the class as well as haikus to introduce themselves. Imagine the challenge of introducing someone else, or yourself, in three brief lines!

Each student posts these two intro haikus in an online discussion. Then each student replies to another student by copying and pasting the other student’s two haikus in the reply box and counting and marking the syllables and noting the stressed syllables in the haiku. The instructor can follow up with her students by offering timely feedback individually and collectively through the discussion forum, through comments in the grade book, and in subsequent in-class discussions.

Looking for ideas and effective practices for online discussions that enable learners to share, comprehend, critique and construct knowledge?  Try The Art and Science of Successful Online Discussions.

Do you have an intro discussion assignment that engages learners in course content?

References:

Al-Shalchi, O. N. (2009). The effectiveness and development of online discussions. Journal of Online Learning and Teaching, 5(1). Retrieved from http://jolt.merlot.org/vol5no1/al-shalchi_0309.htm

Palenque, S.M., & DeCosta, M. (2014, August 11). The art and science of successful online discussions. Faculty Focus. Retrieved from http://www.facultyfocus.com/articles/online-education/art-science-successful-online-discussions/

Rubin, B., & Fernandes, R. (2013). Measuring the community in online classes. Journal of Asynchronous Learning Networks, 17(3), 115—136. Retrieved from http://files.eric.ed.gov/fulltext/EJ1018304.pdf

Part 1 and 2 are both only 1 slide long, however they exemplify the change in the design. These were created after I found the Oregon State style guides, so they were created with official colors and a more streamlined layout. These allow students to practice identifying kids that might need alternative learning options. These don’t feature any groundbreaking changes, however they do show how I’ve become more layer oriented with a cleaner display.

Experience Part 1 or Part 2 of the storyline yourself.

This storyline project was created for CS 325 on General Recurrence. Katie Hughes the developer has this to say bout her experience:

While this is a seemingly simple project, I really consider it the turning point in my Storyline experience. On one slide, the instructor wanted the student to input a text response, and if that response contained a certain word it would be considered correct. Storyline has nothing supported that does any sort of text comparisons, so this is the project I learned how to integrate JavaScript. Learning JavaScript and how it works in Storyline really opened up a lot of options for other projects after this one. Also, this series of CS 325 lectures is really the first one where I began using a consistent layout for each Storyline project.

Click here, If you would like to experience the storyline yourself.