Pacific Journal of Technology Enhanced Learning
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Honey, I shrunk the subject! LMS navigation design for affective outcomes
Presentation Link:
Pre-Recorded Pecha Kucha https://www.pechakucha.com/presentations/alex-tsirgialos-sotel
The consistent Learning Management System (LMS) design of large subjects with multiple instructors/coordinators can prove very challenging. Instructors have the freedom to organise their materials in different ways (without specific training on how to do this effectively) which often impacts students’ ability to find key resources in a timely manner (Holmes and Prieto-Rodriguez, 2018). Students in two large subjects at the Melbourne Dental School reported this in subject evaluations: accessing learning materials that were essential prior to campus activities and searching resources for revision was proving impossible.
LMS navigation design is seen as important to students’ perceived usefulness of the system (Zanjani et al. 2013). Students will often compare their LMS experience against other (sophisticated) online services, expecting the same standards (Naveh et al. 2012). For Blended Learning (BL) subjects Diep et al. (2017) argue that “institutions should enhance the LMS functionality and design in such a way that they are easier to use, more user-friendly, functional, and personalized” (p.474).
Most designs for online learning strive for learning experiences – this is true for online courses where all or most study is asynchronous. In these cases, the learning designer will aim to incorporate a ‘chunked’ or ‘step-by-step’ approach to the curriculum. This results in the familiar sight of modules consisting multiple pages which represent this linear learning experience that begins and ends in the LMS. In Blended Learning courses however, the asynchronous component delivered via LMS is often limited to very few resources and activities that represent only the starting and/or end point in a learning sequence, but not the entire experience.
This presentation will showcase how designing the way students interact with the LMS by re-arranging the site’s navigation and structure aims to improve students’ affective domain while maintaining the same cognitive outcomes (no changes have been made to the existing content). It will also show how the design, moving away from the established ‘module as a learning sequence’ approach, is enabling multiple instructors to curate the curriculum in large year-long subjects with improved flexibility.
The subjects’ LMS sites have been designed to accommodate the projected student activity. Central to the design is a concise Subject Schedule in which the multiple instructors can ‘curate’ their component’s learning for each week to include single Topic Pages (learning materials and activities), instructions for the Campus activities and reminders for Assessment tasks. Workbooks intended for Campus activities have been removed from the LMS (which isn’t an ideal place for file sharing) and hosted in Microsoft Sharepoint instead. Each subject component has a Component Hub (for all the component related information) and a Video Management System space to host video recordings of seminars if needed. This restructure has reduced the number of pages from several hundred to less than 50 for each subject.
The design will be evaluated to determine the degree to which the interventions have improved students’ ‘relationship’ with the LMS and instructors’ ability to flexibly control the structure of their intended curriculum.
References
Diep, A-N., Zhu, C., Struyven, K., Blieck, Y., (2017) Who or what contributes to student satisfaction in different blended learning modalities? In British Journal of Educational Technology Vol 48, p.474
DOI 10.1111/bjet.12431
Holmes, K. A., & Prieto-Rodriguez, E. (2018). Student and Staff Perceptions of a Learning Management System for Blended Learning in Teacher Education. In Australian Journal of Teacher Education, 43(3). DOI
10.14221/ajte.2018v43n3.2
Naveh, G., Tubin, D., & Pliskin, N. (2012) Student satisfaction with learning management systems: a lens of critical success factors. In Technology, Pedagogy and Education, 21:3, 337-350. DOI:10.1080/1475939X.2012.720413
Zanjani, N., Nykvist, S., & Geva, S. (2013) What makes an LMS effective: A synthesis of current literature. In Foley, O, Restivo, M T, Helfert, M, & Uhomoibhi, J (Eds.) Proceedings of the 5th International Conference on Computer Supported Education. SciTePress - Science and Technology Publications, Portugal, pp. 574-579. DOI 10.5220/0004384905740579
 
It takes a Village: Community of Practice to transition an LMS during COVID-19
Presentation: https://youtu.be/ff490WnkE2w
Abstract:
Many educational institutes have been challenged with the rapid response to developing appropriate “new norms” in the wake of the COVID-19 pandemic. This was complicated further at Auckland University of Technology (AUT) with the announced sundowning of the Learning Management System (LMS- Blackboard) in late 2020. With the forced transition to Canvas during a pandemic, AUT Learning Transformation LAB (altLAB) worked directly with academic and administrative staff to establish a collaborative approach to implementing Canvas tailored for each Faculty.
The Faculty of Health and Environmental Sciences (FHES) established a Community of Practice (CoP) with staff from altLAB, “Canvas Champions”, Faculty Academic Advisors, and project Change Manager gaining direct relationships towards both the project management team and academics. CoP employs three key characteristics: (1) Joint Enterprise (shared domain of interest); (2) Mutual Engagement (engagement in joint activities and relationship building), and (3) Shared Repertoire (sharing of resources for practice) (Lave & Wenger, 1991; Nicolini et al., 2016; Wenger-Trayner et al., 2015). Joint Enterprise was readily established by inviting key members to a join a weekly “FHES Canvas Catch Up” with a shared aim of integrating well-designed curriculum and assessment into Canvas courses. Members of the group actively engaged in joint activities that both informed staff of the Canvas project, while opportunistically responding to the pandemic to “refresh” courses with pedagogically informed curriculum, assessment, and delivery of the Canvas builds. “How To” guides and Course Start Checklists were developed when gaps of learning were identified in the Canvas roll out, which were supported and reinforced by regular Q&A drop-in sessions and email-outs facilitated by the Canvas Champions.
All 1837 AUT courses were transitioned for delivery in Canvas from Semester One, 2022. A standard template was developed and utilised to provide consistency across the university, with minor modifications to meet the needs of the individual faculties. As of October 2022, 97% of students (n=1898 responses) were accessing Canvas on a weekly basis with 66% daily; and 86% of students ‘satisfied’ (of which 36% were ‘extremely satisfied’). 83% of students perceived that they had a mostly consistent experience between courses.
While student engagement and satisfaction were paramount and realised during the shift to Canvas (especially in disrupted times); the project was met with some challenges. For example, in response to COVID-19, the planned 18-month project was delayed resulting in a 15-month roll-out. Academics prioritise the transition to online delivery of teaching and learning over communications of the LMS implementation and training opportunities.
This presentation will highlight some key learnings in the context of an LMS transition, with recommendations for future projects that may employ a Community of Practice for pedagogically informed curriculum and assessment design.
References
Lave, J., & Wenger, E. (1991). Situated Learning: Legitimate peripheral Participation. Cambridge University Press. https://doi.org/10.1017/CBO9780511815355
Nicolini, D., Scarbrough, H., & Gracheva, J. (2016). Communities of Practice and Situated Learning in Health Care. Oxford University Press. https://doi.org/10.1093/oxfordhb/9780198705109.013.20
Wenger-Trayner, E., Fenton-O'Creevy, M., Hutchinson, S., Kubiak, C., & Wenger-Trayner, B. (2015). Learning in landscapes of practice: boundaries, identity, and knowledgeability in practice-based learning. Routledge. https://doi.org/10.4324/978131577712
Embracing uncertainty and complexity to promote teaching and learning innovation
Presentation recording: https://doi.org/10.26188/22106603.v1
Innovation in higher education is essential to drive improvements in teaching and learning (Hannan, 2005). However, transitioning innovations from pilot to mainstream is an ongoing challenge that has long plagued the education sector. Education is a complex system – a system of systems. Like all systems there is an inherent inertia or stability. Any change or impact on the system requires a strong catalyst. Over the past decades we have witnessed several catalysts that have had system wide impact. The advent of MOOCs, the global pandemic and most recently, generative artificial intelligence. Clearly, the scale of these noted catalysts vastly outweighs small organisational innovations, and therefore, the opportunities for change can also be considered vastly different. However, the processes for enacting change on a system remain similar. In this context, Mary Uhl-Bien (2021) argues for a model of complexity leadership, to promote organisational generative emergence. In Uhl-Bien’s terms you can only fight complexity with complexity.
Much of the discussion to date surrounding ChatGPT has focused on its potential to transform assessment in education. However, this disruption elicits two reactions that reflect the complexity leadership approach posited by researchers such as Uhl-Bien (for an overview see Uhl-Bien and Arena, 2017). One approach has been to resist the disruption by attempting to maintain the status quo through blocking or banning use. The other approach is to invite play and interaction with the tool to understand the potential benefits and concerns for education practice. The uncharted territory that AI in education represents requires an innovative approach to navigate. We don't yet know how this will work, so innovation is key to advancing our understanding of how AI can best be used in education. In so doing, it is essential to work within the friction of disrupting stable education and organizational systems to move forward in advancing teaching and learning practice.
Complexity leadership, as advocated by Uhl-Bien, offers a framework for dealing with the dynamic and unpredictable environment of higher education. Leaders must understand the complexity of the system in which they operate, which includes acknowledging the different stakeholders and their roles, as well as the various external and internal factors that may impact the organization. Complexity leadership recognizes that change cannot be controlled, but can be guided through engaging with stakeholders, encouraging experimentation, and creating a safe environment for failure.
This “Trendsetter discussion” explores the role of generative AI on education calling for increased scholarship and innovation to bring research informed lens for integration into practice. The talk covers different models of innovation as well as the impact ChatGPT is beginning to play on how we rethink the role of teaching and the purpose of education. AI in education is not a new event. The large-scale media exposure of AI in education through tools such as GPT has brought about a significant public and professional awareness. Positive and negative. AI will be an increasingly significant disruptive force in education. The impact of ChatGPT on assessment is a glaring and obvious example of how AI will bring about change in the way we enact education. By adopting a complexity leadership approach, we can engage with this disruption, encourage experimentation, and create a safe space for failure. This can help us to better understand the potential benefits and concerns for education practice, while also fostering innovation in teaching and learning. Working in the friction of disrupting stable education and organizational systems is essential for advancing teaching and learning.
References
Hannan, A. (2005). Innovating in higher education: contexts for change in learning technology. British Journal of Educational Technology, 36(6), 975-985.
Uhl-Bien, M. (2021). Complexity leadership and followership: Changed leadership in a changed world. Journal of Change Management, 21(2), 144-162.
Uhl-Bien, M., & Arena, M. (2017). Complexity leadership: enabling people and organizations for adaptability. Organizational dynamics, 46(1), 9–20, https://doi.org/10.1016/j.orgdyn.2016.12.00
ePortfolios for self-regulated learning: Aspirations, problems & possibilities
ePortfolios in higher education are assumed to be effective at developing and determining complex student competencies and skills highly correspondent to self-regulated learning (SRL). Research validating this assumption, however, is sparse and of varying quality. Drawing on a recent, systematic review of relevant literature by the presenter’s research team, this Pecha Kucha explores major trends and gaps in the research into relationships between ePortfolios and SRL. Corresponding areas and approaches for further research are identified, as well.
Sustained academic success requires autonomy, agency, and motivation from the learner to effectively plan and execute learning activities (Henri, Morrell & Scott, 2017; Pintrich, 2004). Due to the correspondence of SRL to these characteristics, higher education practitioners and researchers are increasingly interested in how best to support and determine students' SRL development.
ePortfolios are believed to be a means for accomplishing and evidencing this development. ePortfolios are deliberate, curated collections of work that may provide opportunity for development and demonstration of complex outcomes (Stefani, Mason & Pegler, 2007). This value proposition is based on perceptions that ePortfolios are guided by frameworks for learning rather than predetermined product; centre on active learner engagement and authority; and foster connection and synthesis within and across curricula (Watson, Kuh, Rhodes, Light & Chen, 2016). These criteria strongly overlap with elements of SRL and align with best practices in assessment. ePortfolios are also perceived as a way in which educational technologies may be leveraged to allow students to develop and evidence competencies in innovative ways (Author, 2014).
The literature supporting such conclusions, however, has recognised problems. These problems range from methodological limitations to a lack of specificity about which activities comprising ePortfolio engagement are most relevant to SRL competencies (Author, 2013; Author, 2018; Rhodes, Chen, Watson, & Garrison, 2014).
This Pecha Kucha presents results from a systematic review of relevant literature on ePortfolios and SRL. The objectives of the review were to identify methodologically sound studies examining ePortfolio use in relation to SRL, systematically review whether, and how ePortfolio use improves or allows evidence of students’ SRL skills, and propose useful directions for future research and practice.
A systematic, multi-stage review was conducted of relevant, empirical literature. This yielded only eight studies of sufficient quality and relevance to inform understandings of ePortfolios’ interactions with SRL. Results support the general premise that ePortfolios correlate to SRL development in a higher education context. Limitations within the literature, however, inhibit our ability to establish more specific or causal connections.
A subsequent thematic analysis of the broader scope of near-acceptable literature yielded a schema of specific, SRL-relevant ePortfolio learning tasks and activities. These have potential for informing practice but require further robust and contextually relevant research. The Pecha Kucha concludes by offering specific suggestions for conducting this research.
Presentation: https://doi.org/10.26188/620ca6d8bc0fd 
Promoting self-regulated learning in higher education
The importance of self-regulated learning is a heavily discussed topic in higher education. Existing literature indicates that self-regulated learning practices and strategies are relevant and important factors in student learning outcomes within blended and online contexts (Broadbent & Poon, 2015). According to literature, the self-regulated learner is aware of their strengths and weaknesses. They set goals, monitor their progress through self-reflection and the constant evaluation of their learning approaches, which enables them to adapt their engagement in academic-related tasks (Hawe, Lightfoot & Dixon, 2019). These are key principles of self-regulated learning, which aims to position learners as active agents in the learning process (Winne & Perry, 2000).
Studies have found that students arrive at universities without the skills or practices required for self-regulated learning (Balapumi, von Konsky, Aitken, & McMeekin, 2016). This is a crucial time for students, as they develop new ways of thinking, learning and communicating. Practices and strategies should be introduced to students as they begin their journey into tertiary studies, to ensure they are equipped with the necessary skills that are key to academic success (Lear & Li & Prentice, 2016). To develop students as independent, self-regulating learners has become a valued and desired outcome of higher education institutions, and as such they should offer opportunities to develop these skills as they progress though their studies (Hawe et al., 2019).
Therefore, to help and support students in the development and enhancement of their self-regulated learning skills, the Learn2Learn module, was developed by the Technology-Enabled-Learning (TEL) Team at Western Sydney University, and piloted to students in Autumn session, 2021. The key features and functionalities of the Learn2Learn module include, goal setting and study planning tools, lessons and content pieces informed by literature on self-regulated learning, and the ability for instructors to take a specific lesson and embed it in-line with their instructional materials within the LMS. Since its launch, there has been a consistent growth in usage. In Autumn 2021, there was a total of 427 users and 681 sessions have been initiated. Students are spending an average of approximately 8 minutes per session. In Spring 2021, there was a total of new 321 users, with 536 sessions, and an average of approximately 8 minutes per session.
More recently, three focus group sessions were conducted, consisting of 4 to 6 students. Students’ experiences with the module confirmed its value in helping their self-regulated learning practices, including, setting goals, self-reflection, planning and time management. There was also a considerable number of responses from the students that have indicated that the module could benefit the first-year transition into university.
This presentation will cover the evidence and research that informed the content and design of the module We will provide some insight into the preliminary findings from quantitative and qualitative data analysis and discuss the development process of the module, including an overview of the learner experience (LX) design principles used to guide the design of the module, to help promote student engagement.
References
Balapumi, R., von Konsky, B. R., Aitken, A., & McMeekin, D. A. (2016). Factors Influencing University Students’ Self-regulation of Learning: An Exploratory Study. In Proceedings of the Australasian Computer Science Week Multiconference (pp. 51–59). New York, NY, USA: ACM. http://doi.org/10.1145/2843043.2843067
Broadbent, J., & Poon, W. (2015). Self-regulated learning strategies & academic achievement in online higher education learning environments: A systematic review. The Internet and Higher Education, 27, 1–13. https://doi.org/10.1016/j.iheduc.2015.04.007
Hawe, E., Lightfoot, U., & Dixon, H. (2019). First-year students working with exemplars: promoting self-efficacy, self-monitoring and self-regulation. Journal of Further and Higher Education, 43(1), 30–44. https://doi.org/10.1080/0309877X.2017.1349894
Lear, E., Li, L., & Prentice, S. (2016). Developing academic literacy through self-regulated online learning. Student Success, 7(1), 13-23.
Winne, P. H., & Perry, N. (2000). Chapter 16—Measuring Self-Regulated Learning. In Handbook of Self-Regulation (pp. 531–566). Retrieved from: https://www.researchgate.net/publication/232472158_Measuring_Self-Regulated_Learnin
Transferring and adapting XR design principles across the Pacific
The use of mixed reality (MR, also XR) as an educational approach and pedagogical strategy merging real world and digital affordances along an immersive learning continuum has been explored across educational settings and contexts (Liu et al., 2017; Maas & Hughes, 2020). In a study examining purposeful educational design using free-choice and self-determined mobile learning in and outside of the classroom in the context of marine conservation education to enhance ecological literacy, an XR intervention was co-designed with primary students and partners and implemented at a marine education centre located adjacent to a marine reserve north of Auckland, in Aotearoa New Zealand (Eames & Aguayo, 2019). The design, development, and implementation of the XR intervention followed design principles and guidelines for the development of XR learning, grouped under four main areas: marine science and conservation (the context); development of ecological literacy; teaching and learning considerations; and mobile learning opportunities (the technology) (Aguayo et al., 2020). The XR intervention was named ‘Pipi’s World’, and included a set of analog and digital elements, resources and learning opportunities themed around Pipi the snapper, a young female character who could show users her world, and the positive impacts of marine conservation. Pipi’s World intervention included an augmented reality (AR) app, QR codes triggering 360 virtual reality (VR) videos, a high-end CGI (computer-generated interface) underwater VR adventure, a series of non-digital haptic experiences themed under a kelp forest (Smith, 2018), and a snorkel tour in the marine reserve. Evidence from this study indicates that the XR intervention had educational impact, by assisting some knowledge and attitude development on learners towards marine ecological literacy during and post-intervention (Eames & Aguayo, 2020).
The framework that informed Pipi’s World study was transferred, adapted, and tested during 2020-2021 in a similar marine conservation education context in Las Cruces, in central Chile. The local context presented similarities with Pipi’s world in that both projects were based within a marine education centre situated next to a marine research station and marine reserve, with educational programmes tailored to meet the local national curriculum for primary and secondary learners, in addition to learning activities for visitors from the public. From the outset the framework developed by Aguayo et al. (2020) contained design principles that are generic in many ways but flexible and adaptable enough to be locally developed, according to the specific characteristics and conditions of each educational context. Following socio-ethnographic and socio-cultural activity theory considerations and strategies (Aguayo, 2016; Engeström, 1987; Leadbetter, 2005), framed on a design-based research methodology (Amiel & Reeves, 2008), the grounding of the framework in the Chilean context consisted of examining the viability and adaptability of the framework’s components within the local context (e.g. defining local topics of interests in marine conservation). This process was carried out with a local panel of experts, both online and over several visits to the target location, resulting in the XR intervention ‘Explora Chile Es Mar’ (explore Chile’s ocean) containing a range of real and virtual affordances addressing Chile’s marine conservation priorities, launched in June 2021. This presentation reports on the process and key aspects leading to the development of the XR intervention Explora Chile es Mar, with emphasis on the transferability and adaptability of the original framework into the Chilean context, including some comparison between both case studies, and implications and recommendations for future research and practice
Enhancing Health Care Education and Practice Post COVID
Healthcare education and practice has significantly been impacted by COVID-19. This includes the challenge on pedagogical approaches that highlight the potential of technology to facilitate innovative new approaches in response to social distancing, lockdowns, remote learning and improving the patient experience and positive outcomes. Many of these innovative approaches are not fundamentally new but are now seeing relevance beyond early adopters to mainstream implementation. This presentation draws upon collaborations with educational researchers and technologists that have explored the integration of technology into healthcare education and practice.
COVID-19 Adversity to Opportunity
Many healthcare programmes required reenvisaging teaching and learning approaches in response to COVID-19 restrictions. This had a particular impact on the development of interpersonal and practical knowledge and skills essential for healthcare graduates.
The limited access to on-campus learning provided an opportunity for both institutional and individual evaluation of pedagogical practices. The affordances of traditional, didactic, and “hands-on” skills were compared with those that could be facilitated using online asynchronous/ synchronous strategies. A particular concern was the development of the interpersonal and practical skills required in safe and effective healthcare practice. Alongside easing of restrictions, these skills were adapted using online demonstrations within the limits of socially distanced “bubbles”, telehealth and limited clinical placements. Reconsideration of summative assessments was also required- with the introduction online synchronous and asynchronous verbal assessments, and asynchronous submissions of practical skills online (Cochrane et al., 2021; Narayan et al., 2021).
In the prospect of COVID-19 restrictions continuing to lift, it is envisioned that most of the reenvisaged pedagogical approaches to healthcare education will persist, without compromising student critical thinking or practical skills.
Interprofessional Collaboration
This presentation will highlight the importance of interprofessional collaboration in healthcare curriculum design using a Design-Based-Research methodology (Chen et al., 2020; Kartoğlu et al., 2020) to facilitate authentic learning and develop self-determined learning capabilities for healthcare professionals.
DBR- Design Principles in response to COVID
Transferable design principles will be introduced for enhancing healthcare education that will improve practice in a COVID19 world, particularly drawing from eight healthcare projects including: STUDIO602 – enhancing clinical practice with mobile technologies (Cochrane & Sinfield, 2021), developing a virtual reality handover experience for healthcare students (Cochrane et al., 2018), using immersive reality to develop critical thinking in clinical health education (Stretton et al., 2018), enhancing first responder clinical simulation education using immersive reality and biometrics (Cochrane et al., 2020), designing authentic learning for graduate entry nursing students (Macdiarmid et al., 2021), designing public and environmental health education (Kersey et al., 2018), Biomedical engineering (Lam et al., 2021), and physiology education (Fabris et al., 2019).
Presentation: https://doi.org/10.26188/19161041
References
Chen, W., Sandars, J., & Reeves, T. C. (2020). Navigating complexity: The importance of design-based research for faculty development. Medical Teacher, 1-3. https://doi.org/10.1080/0142159X.2020.1774530
Cochrane, T., Aiello, S., Cook, S., Aguayo, C., & Wilkinson, N. (2020). MESH360: A framework for designing MMR enhanced Clinical Simulations [Journal]. Research in Learning Technology, 28(Mobile Mixed Reality - Themed Collection). https://doi.org/10.25304/rlt.v28.2357
Cochrane, T., Narayan, V., Aiello, S., Birt, J., Cowie, N., Cowling, M., Deneen, C., Goldacre, P., Alizadeh, M., Sinfield, D., Stretton, T., & Worthington, T. (2021, 29th November- 1st December 2021). Post Pandemic Socially Constructed Blended Synchronous Learning: Vignettes from the Mobile Learning SIG. ASCILITE 2021: 38th International Conference on Innovation, Practice and Research in the Use of Educational Technologies in Tertiary Education, University of New England (UNE), Armidale, Australia.
Cochrane, T., & Sinfield, D. (2021). STUDIO602: A model for designing real world collaborations between Higher education and Industry. In K. MacCallum & D. Parsons (Eds.), Industry Practices, Processes and Techniques Adopted in Education - Supporting innovative teaching and learning practice (Vol. In preparation). Springer. http://davidparsons.ac.nz/industry-in-ed/
Cochrane, T., Stretton, T., Aiello, S., Britnell, S., Cook, S., & Narayan, V. (2018). Authentic Interprofessional Health Education Scenarios using Mobile VR [Journal]. Research in Learning Technology, 26, 2130. https://doi.org/10.25304/rlt.v26.2130
Fabris, C. P., Rathner, J. A., Fong, A. Y., & Sevigny, C. P. (2019). Virtual Reality in Higher Education. International Journal of Innovation in Science and Mathematics Education (formerly CAL-laborate International), 27(8).
Kartoğlu, Ü., Siagian, R. C., & Reeves, T. C. (2020). Creating a "Good Clinical Practices Inspection" Authentic Online Learning Environment through Educational Design Research. TechTrends : for leaders in education & training, 1-12. https://doi.org/10.1007/s11528-020-00509-0
Kersey, K., Lees, A., Conn, C., Cochrane, T., Narayan, V., & Williams, M. (2018). “Context matters”: The challenges and opportunities of designing tertiary public and environmental health education in South Auckland. Pacific Health, 1(1), 1-12. https://doi.org/10.24135/pacifichealth.v1i1.8
Lam, L., Cochrane, T., Rajagopal, V., Davey, K., & John, S. (2021). Enhancing student learning through trans-disciplinary project-based assessment in bioengineering. Pacific Journal of Technology Enhanced Learning, 3(1), 4-5. https://doi.org/10.24135/pjtel.v3i1.80
Macdiarmid, R., Winnington, R., Cochrane, T., & Merrick, E. (2021). Using educational design research to develop authentic learning for Graduate Entry Nursing students in New Zealand. Nurse Education in Practice, 102965. https://doi.org/10.1016/j.nepr.2021.102965
Narayan, V., Cochrane, T., Aiello, S., Birt, J., Cowie, N., Cowling, M., Deneen, C., Goldacre, P., Alizadeh, M., Sinfield, D., Stretton, T., & Worthington, T. (2021, 29 November - 1 December). Mobile learning and socially constructed blended learning through the lens of Activity Theory. ASCILITE 2021: 38th International Conference on Innovation, Practice and Research in the Use of Educational Technologies in Tertiary Education, University of New England (UNE), Armidale, Australia.
Stretton, T., Cochrane, T., & Narayan, V. (2018). Exploring Mobile Mixed Reality in Healthcare Higher Education: A Systematic Review [Journal]. Research in Learning Technology, 26, 2131. https://doi.org/10.25304/rlt.v26.213
Self-directed learning using VR: An exploratory practice approach
Virtual reality (VR) is capable of immersing users in a simulated environment that creates a heightened sense of presence (Baños et al., 2004) and embodiment (Kilteni et al., 2012), both of which play essential roles in the learning process (Makransky & Peterson, 2021). However, VR use in education is still at a preliminary stage and limited to early adopters. With the advent of standalone VR head-mounted displays (HMDs) and the shift to remote education due to COVID-19, it is now the right time to integrate VR into education and to explore its benefits and shortcomings.
To this end, the two teacher researchers launched a small scoping longitudinal study with a group of five volunteer participants (4 undergraduate and 1 high school student, 4 males and 1 female) to explore their perceptions and evaluation of VR for educational purposes. Following a self-directed approach to learning (Hammond & Collins, 1991) and an exploratory practice approach to research (Allwright, 2003; Hanks, 2017), the five students led by the two teachers contributed to the current study in three stages that began with immersive VR and moved to WebVR.
In stage 1, all the participants were given Oculus Quest 2 HMDs and trained how to use them. The students then looked for free VR apps that they found educationally worthwhile, explored them on their own, and documented their findings. During weekly meetings, they joined a shared virtual space on Engage, where they presented and discussed their findings. Through this activity, the researchers compiled a list of free apps that could be useful for education and investigated the affordances and challenges of HMD-powered VR. The students’ responses in online surveys and focus group interviews revealed that the benefits of VR over traditional forms of EdTech included higher engagement, improved focus on task, lower anxiety, and more effective collaboration and team building. However, HMD-based VR induced varying degrees of cybersickness for most of the participants (Authors, 2021).
To tackle these challenges, the researchers switched to Mozilla Hubs, an open source WebVR platform. The students were asked to create their own Hubs rooms to introduce an aspect of their academic discipline to the group. They welcomed this change since Mozilla Hubs, although not as immersive, did not cause cybersickness but there was one primary concern regarding the excessive processing load on students’ devices. Some had trouble entering Hubs rooms or could not turn on their audio. These issues led to stage 3 in which the participants used 360-degree cameras to take spherical photos and videos and create virtual tours on ThingLink. Three out of five students contributed to this stage creating virtual tours of a university campus, a park, and a horse ranch. They expressed positive opinions of ThingLink saying that it was intuitive, user-friendly and did not require much processing power. However, the degree of immersion and sense of presence was perceived as the lowest of all. This study provides valuable insights for educators willing to adopt VR
Learning Spanish language and culture: a virtual reality
Developing intercultural understanding is vital in language education; with this in mind, this project creates an online language-learning tool with the intention of increasing secondary students' intercultural communicative skills and practicing the Spanish language through scripted content that encourages social interactions. This virtual learning environment (VLE) features 360-degree video recordings of a native Spanish speaker acting as a significant historical figure. Students are encouraged to engage in one-on-one dialogues as part of digital selectable modules which are centred around the influential character’s main life events; these modules present vocabulary in different contexts. The footage is recorded in a green screen studio and features are added in post-production. Participants can opt to watch a video narrated by the historical character about past events to only develop listening skills. However, this resource intends to represent a real-life communicative experience through social interactions with a native speaker. Thus, the character prompts questions and users can opt type or select provided answers - voice recognition is a desirable feature that depends on finding suitable software. The actor is encouraged to offer non-verbal reactions such as facial expressions to encourage examinations of those responses. The goal is to promote intercultural communicative competence (ICC) via online interactions. By scaffolding learning, interactions will develop language skills to succeed in today's globalised world, stimulate reflective practices and inspire social action.
This project-based research will evaluate, review, and analyse literature regarding distance-learning approaches, student-centred theories and means by which ICC can be facilitated and promoted in digital education. A framework is devised considering pedagogical aspects for its effective use. Firstly, VLE supported by constructivism promote interaction between learners and content; student involvement in the construction of new knowledge is imperative (Whitlock, 2017). New knowledge is built on prior knowledge and influenced by social experiences as connections to the real-world increase engagement and make learning relevant (Reid-Martinez & Grooms, 2021). Similarly, heutagogy promotes active participation, autonomy and self-determination to learn (Blaschke, 2012). Online learning allows students to take ownership of their education, enhancing skills of self-direction. As a result, language students’ roles change from passive learners to confident speakers able to communicate with native speakers on digital platforms (Tolosa et al., 2021). Correspondingly, concepts of ICC and intercultural citizenship (IC) are integrated into the framework to enhance students' abilities to value their culture, to relate to others meaningfully and to promote active and collective social action (Byram, 2021). Subsequently, key elements will be categorised and implemented to create a platform that fosters Spanish language acquisition. During the process, a script is devised which includes cultural aspects of the language, prompts language practice and generates instances where interactions could occur. Video performances are recorded, edited, and revised. Additionally, a prototype is presented to a focus group consisting of language experts to provide feedback. To evaluate its usefulness, quantitative data will be collected via online surveys; close questions with ratings will be part of the questionnaire to investigate participants’ experiences. Pre and post surveys implementing questions from the intercultural sensitivity scale (Chen and Starosta, 2000) and ICC scale (Arasaratnam, 2012) are provided. The panellists' feedback about their experience with the prototype will be integrated for further modifications. Qualitative data will be gathered through observations, interviews and discussions with undergraduate students and/or specialist panellists. This data will be transcribed, organised and examined following naturalistic interpretive analysis (Aguayo, 2014) to measure changes in users’ awareness about ICC skills. This project promotes the development of skills necessary to become intercultural citizens through immersive, 360-degree footage of real-world scenarios that are not possible in traditional classroom settings
Future ready? Engaging learners and building transferable skills through authentic assessment and digital literacy
Students are excited by the possibilities presented through digital technologies and their applicability across a broad range of industries. Digital literacy has been identified as a foundational 21st Century skill by the Australian Government (2020, p. 4), which is ‘essential for individuals to participate effectively in today’s society’. The need for strong transferable skills has accelerated during the pandemic as many industries have migrated to digital contexts. Digital literacy is a transferable skill sought after by employers, alongside other emerging transferable skills required for 21st Century success, including critical thinking, creativity and problem-solving (FYA 2017, p. 8). In this paper, we will provide a case study of authentic assessment in an innovative digital literacy course at an Australian university, designed to support students from underrepresented backgrounds to build transferable skills for degree study and future careers.
Authentic assessment provides opportunities for meaningful learning as students complete assessments aligned with their aspirations and career interests: ‘Authenticity automatically gives relevance to the learning journey; relevance encourages engagement and enthusiasm, which should bring about meaningful learning’ (ACEL 2016). The scaffolded course design focuses on embedding professional practice through authentic assessment. Recent student projects include: an infographic of wellbeing techniques for children designed for educational contexts, an informative website to support refugees, a share-economy inspired app for deep cleaning, an infographic on sustainable architecture, a blog on brand development, and a review of robot programming for IT students. We will provide strategies for authentic assessment through technology-enhanced learning, which will offer insight and inspiration for educators interested in adopting these approaches.
Choice is a key element of course design, allowing students to demonstrate key concepts through the creation of unique and meaningful projects. First, students demonstrate threshold concepts, then they follow industry practice to pitch and produce an individual digital project. Course design is grounded in Universal Design for Learning (UDL) and enabling pedagogy (Stokes 2017). UDL techniques, including multiple modes of representation, action and expression, and engagement, support the learning of all students (CAST 2011). Enabling pedagogical approaches work to support the development of confidence, capability and agency, while valuing the strengths individual students bring (Stokes 2021). Students aiming for diverse fields have followed their interests to create digital projects aligned with their career aspirations, from game development to health apps, business sites to educational modules, critical digital reviews to music videos, animations to augmented and virtual reality content. Production work is negotiated with tutors, who provide guidance and mentorship, following a production company ethos. Students adhere to industry standards for copyright and ethical practice in assessments, while building their professional portfolio and skills for future success.
The combination of digital literacy and authentic assessments motivates students to follow their passions and create digital products they care about. This approach has resulted in outstanding student evaluations and learning outcomes, above average retention, and institutional recognition through a Digital Learning citation. Importantly, this approach supports students to build professional skills and knowledge for emerging industries and future career opportunities.
References
ACEL. (2016). Authentic learning: what, why and how? e-Teaching, 10. http://www.acel.org.au/acel/ACEL_docs/Publications/e-Teaching/2016/e-Teaching_2016_10.pdf
Australian Government. (2020). Foundation Skills for Your Future Program: Digital Literacy Skills Framework, Canberra: Commonwealth of Australia.
Australian Technology Network. (2020). ATN joint statement on authentic assessment, Australian Technology Network. https://www.atn.edu.au/news-and-events/latest-news/atn-joint-statement-on-authentic-assessment
CAST. (2011). Universal Design for Learning Guidelines Version 2.0. Massachusetts: Wakefield.
Foundation for Young Australians (2017). The new work smarts. https://www.fya.org.au/report/the-new-work-smarts
Stokes, J. (2017). Inclusion and engagement by design: Creating a digital literacy course to inspire diverse learners in an Australian university enabling program. International Studies in Widening Participation, 4(2), 65–78. https://novaojs.newcastle.edu.au/ceehe/index.php/iswp/article/download/85/103
Stokes, J. (2021). Those skills to take on the world: developing capitals through university enabling programs. The International Journal of Learning in Higher Education, 28 (2), 133-146. DOI: 10.18848/2327-7955/CGP/v28i02/133-146