Oct
2017
Lesson 7 – New Forms of Learning and Engagement with Mobile Tools
In Dunleavy and Dede’s except from “Augmented Reality Teaching and Learning,” they looked at AR in mobile technologies such as handheld tablets and smartphones in informal and formal settings. At the beginning of the reading, they distinguished the differences between the two major types of AR 1) location-aware (videos, text, audio, graphic, etc. that are activated as you move through an area via GPS), or 2) vision-based AR that is activated with a QR code. I liked the quote they included here, “These two forms of AR (i.e., location-aware and vision-based) leverage several smartphone capabilities (i.e., GPS, camera, object recognition and tracking) to create “immersive” learning experiences within the physical environment providing educators with a novel and potentially transformative tool or teaching and learning (Azuma et al., 200 I; De de, 2009; Johnson, Smith, Willis, Levine, &
Haywood, 2011 ),” especially the use of the word “immersive” and “transformative.” This idea of AR making for an immersive and transformative experience for students was one of the reasons why I choose this for one of my readings this week, to hopefully learn more about AR and think of ways to include it in my own classroom.
Of the two types, this reading focused on location-aware AR. They said one of the main drivers for this push toward AR is that there is, “One of the major criticisms of instruction…is the low rate of far-transfer generated by presentational instruction. Even students who excel in educational settings often are unable to apply what they have learned to similar real-world
contexts.” This really stood out to me, because it is something they have been hounding us on during our professional development sessions this year, and also looking for in our informal walk-throughs each week. If they see too much “teacher lead” discussions or lecture, we’re getting it mentioned in our notes. Because of this, I’ve been trying to find something more interactive than simply a virtual field trip, like AR, for my Greek and Shakespearian plays. I haven’t found anything groundbreaking yet, but I did run across this very neat article that talks about AR in theatre and some of the struggles/benefits to using it!
In the next section, they showed a detailed graph of different AR that four major research groups looked into. They then break down their findings. A few of their positive findings were that the 1-to-1 device ratio led to more ways for students to participate, it allowed educators to use physical space differently, it encouraged unique note-taking opportunities, and it showed significant increases in students motivation. Of these positives, the one that most appeals to me is the increase in student motivation. I feel that this would be challenging to accurately “measure” and so stating it so boldly must mean that it was very significant. If I could increase my students’ overall motivation to want to learn – I’d be extremely grateful!
Next, they addressed some of the negatives. With the number one issue surprising me, cognitive overload. Rarely do I think of cognitive overload, and yet – when I stopped to think about it, this does make a lot of sense. Students in an immersive learning experience could very easily become overwhelmed, I see it every day especially with my new students in an online classroom. Too many tabs, too many overdue assignments, too many…xyz. In an immersive environment, seeings all sorts of directions and options at once might lead some students to shut down completely. This section also talks about the cultural and developmental hurdles that designers and educators face.
The next section dives into the details of the design features of AR. It touches on location, narrative, roles, and experience mechanics. If you’re at all interested in the development and ideas that AR research has come up with to make AR something that designers could make easy for educators to work on themselves, I would recommend looking over the outline on pages 741-743.
The reading ends by saying, “Due to the nascent and exploratory nature of AR, it is in many ways a solution looking for a problem. More accurately, AR is an instructional approach looking for the context where it will be the most effective tool amongst the collection of strategies available to educators.” After reading this piece of AR, I have realized that this isn’t a good direction to head with my lesson design. I don’t even own technology that would allow me to do much with AR, I doubt that many of my students to either. In addition, currently, AR is mostly conducted in a singular space. My students are spread out all over the state of Ohio, we’re rarely, if ever, in the same place, making this particular form of lesson delivery, unattainable. Glad to have learned more about a hot topic! Perhaps with its development, this will someday be something I can use with my students.
Augmented Reality (especially games): Dunleavy, M., & Dede, C. (2014). Augmented reality teaching and learning. (pages 735-745).
The reading from “An Online Badging System Supporting Educators’ STEM Learning,” was from the Learning, Design, and Technology department of Penn State University. Gamrat and Zimmerman were both apart of the program it seems (my attention is officially grabbed). Their research was looking at the informal use of badges in a professional development project. I chose this as a topic, because my current LMS system has badges as options for teachers to create and assign. We can give them out to specific students, for example, I made a few badges that were for reading out loud in class or giving a particularly interesting response in class, showing improvement, etc., I also have badges set up to be earned when students complete a Unit, certain assignments, etc. I wanted to learn more about the topic, to better utilize this feature for my students.
Gamrat and Zimmerman begin their study by defining digital badges, and explaining where they are mainly found. They use the five key areas as identified by Antin and Churchill, for digital badging in social media and online games. These five areas include, ” (a) setting goals and providing feedback on goal achievement, (b) providing instruction about what activities are possible, (c) building a user’s reputation based on interests, (d) serving as a status symbol and documenting achievements, and (e) showing affiliation with a community.” Moving toward their studies with education, these five key areas adapted to something more like, “(a) rewarding and motivating achievements, (b) credentialing or recognizing learning, (c) acting as markers that learning has occurred for learners themselves, the learners’ teachers or mentors, and the learners’ peers.”
They explained that their overall goal was to, “examine learners’ badge-earning pathways in order to refine learning theory about how the things that learners learn in one setting can be applied to another consequential setting via computer tools,” their aim was to build on previous research that looked at how to think about designing for learning across different settings.
Here was their research question, “How do learners interact with elements of a digital badging system including the goal statements, logs, materials submitted to earn a stamp or badge, and their mentor?” in order to best answer this question, they looked at 36 teachers, and 11 of those in-depth, using a system called Teacher Learning Journey’s (TLJ), a professional development (PD) site that support K-12 STEM subject area badge drive PD.
Their findings were varied and interesting, to say the least! One of the big highlights though were that teachers did not find the badges in and of themselves to be especially motivating, they felt that the content they were learning was motivation for the enough on its own. While many of the participants valued badges higher than just earning a CEU, Gamrat and Zimmerman felt that it perhaps stressing the badges value may make them seem more desirable. One major finding of their study was that the more personalized and specific a teacher’s goal was, the greater their experience with the TLG.
As I reflect on this study, I am trying to think of how I can use this information in my classroom. The first thing I wonder about is the need for “choice” to be present for badges to be meaningful. This was the big takeaway from the data that Gamrat and Zimmerman collected. I challenge that this might just be the generation of learner. Teachers in the study were, I’m assuming, older than 25, and this was conducted in 2014-2015…this is an entirely different learner than my students today. Today, badges are ingrained in their lives from gaming that started for most of them, outside of the classroom. I was first exposed to “badges” with video games, I find them highly motivating! I am very motivated by the badge itself, I just want to collect them all (perhaps this is ingrained in me from those Pokemon days….gotta catch ’em all!)! I get highly discouraged when earning them all is unattainable in a reasonable amount of time. In fact, our school last year used Simplek12 for their PD, it was a badge-based system and I would be very surprised if I didn’t earn the most badges out of our 60+ teachers. I was just…motivated! Once I realized how LONG it would actually take me though…I started to lose interest after I’d earned all the ones I felt I could, in a reasonable amount of time.
My students love earning badges. I give them out when I think of it, but reading this article and thinking about what I know about this “gamer” generation…I think this could be a powerful motivator! I’m actually very excited to take this to the 10th-grade team on Friday to see if this can increase our engagement and student achievement through badges!
Badging: Gamrat, C., & Zimmerman, H. (2015). An Online Badging System Supporting Educators’ STEM Learning. In D. Hickey, J. Jovanović, S. Lonn, & J. E. Willis (Eds.), Proceedings of the 2nd International Workshop on Open Badges in Education co-located with the 5th International Learning Analytics and Knowledge Conference (LAK 2015) (pp. 12–23).
For my final reading this week, I selected “E-books for Education Uses,” a study conducted by Davison and Carliner. I’m not sure what to expect going into this reading, but as an English teacher, finding suitable e-books that are easy to read, navigate, download, and in a translation/format that I like, can be challenging!
The majority of this reading focused on defining what devices e-books were used on, the different formats that e-books were delivered in, and then moved on to the user’s acceptance (or lack thereof) of e-books in educational settings. Interestingly enough, they did a lot of comparisons between e-books and printed books. Many of their findings showed that a readers tendencies were consistent (for example, if they tended to skim) regardless of which type of book they were reading. An interesting thing that I found in this section was the discussion of how varied e-books are compared to most textbooks. Depending on the device, the book will have varied page lengths, font sizes, etc.. Thinking about this from a design point of view was interesting and not what I was expecting from this reading. The reading ended by saying that, ” researchers need to continue exploring proof-of-concept projects that define what e-books are and how they integrate with other learning activities.”
I have to say, I was surprised by this reading. It didn’t really hit on anything that I felt was “new information.” But it did get me thinking about the design of e-books and the potential they have.
I remember a game I had growing up. It was an interactive book on my computer. It was a disc, and the story would play and the words would highlight as it read to me, or, I could turn that feature off and read it on my own. The pages were interactive. I could click on a word for it’s definition. The story came to life.
I remember wanting more books like that. And I know that there are similar software, games, and devices that do the same out there, but primarily for children’s books. I see a great need for major works in literature to develop e-books with these features. Clickable words, links to video integrated into the text for historical context, definitions, reading enrichment. While we’ve been able to “digitize” our paperbacks, I think the need now it to catch these digital copies up to today’s technology standards.
I would LOVE to teach with e-books like this. Integrating literary guidance (like some websites such as LitCharts) with the power of Google and video…it would be powerful. Especially for this “older books” that students seem to have trouble engaging with.
e-Books: Davidson, A. L., & Carliner, S. (2014). E-books for educational uses. InHandbook of Research on Educational Communications and Technology (pp. 713-722). Springer New York.
4 Comments on Lesson 7 – New Forms of Learning and Engagement with Mobile Tools
Leave a Reply
You must be logged in to post a comment.
Kelly Nicole Grimes
October 9, 2017 at 9:30 pm (7 years ago)Hello Megan,
Our district is also pushing us to incorporate more rigorous and critical thinking activities in our lessons. They also want to see everything done online. This all sounds nice, but what I always wondered was what does that look like to them and how do they expect us to achieve this. I sometimes think that they envision us with a class of responsible Harvard grade students who have access to all of the newest and greatest technology. However, the reality is that we don’t have either of these things. I could come up with the most rigorous and engaging activity ever and it might not work out the way I envision it because the students didn’t have their materials, they weren’t in the mood to do it or the technology I needed wasn’t functioning properly. I don’t want to sound extremely negative, but the elements needed to complete activities like this are not always there all at once. So, I feel sometimes like I am being told to accomplish the impossible.
I also read this article along with two others and I noticed the push to use iPads and cellphones with the newer technology or apps. I get that they want the mobility, but I feel like they are sacrificing quality in the process. I know phones and iPads have come a long way, but I feel like they still are not where we need them to be when it comes to their design. I don’t know how the students are able to see everything they need to see on a cell phone screen. It is so small and in order to read an article, you have to zoom in and scroll to the left or the right to be able to read the whole thing. I don’t see how they are not destroying their vision in the process. iPads have the bigger screen, but in the article I believe they mentioned that it wasn’t as bright as they would like which made reading a little more difficult. I think typing too would be an issue, considering you have to do it with one hand (unless you have some sort of keyboard that allowed you to type as if you were on a computer).
I was initially interested in using AR in my classes as well, but I feel like there are too many obstacles in integrating it into my lessons. It is too time consuming, requires at least 3 experienced people to operate, and might be too complicated for some of the students I have in my classes. I think they would shut down if I did not walk them through it. It also seems like the technology is still new and they need more time to work out the problems before it can be used.
I did not read the article on badging, but I was wondering if you think that it is something more geared towards elementary students? I don’t think many high school kids would really care about earning a badge. I think they probably would see it as being childish and something for the middle schoolers or elementary kids. I know that the students in high school are more motivated to get goods because they want to get into a certain school when they graduate. I think if you were to give a badge to a high school student there would have to be something of value to them that they could exchange it for. Otherwise, they would not be motivated to earn one. What do you think?
Megan Riggers
October 10, 2017 at 9:30 pm (7 years ago)Badges. I want them. Haha. I think this generation (at least the gamers) find them very motivating. I would say it goes way beyond elementary and middle schoolers. At our school, we have tokens and badges. Badges aren’t actually worth anything, while tokens can be traded in for items, gift cards, etc. They earn tokens for attending live classes, testing, taking the beginning of the year benchmark tests, attending orientation, etc. – most of them rarely say anything about them. While badges are something that teachers can choose to assign. I’ll let you know how it goes…the 10th-grade team is going to try it for our next improvement cycle and see if it helps!
Thanks Kelly!
Priya Sharma
October 9, 2017 at 5:13 am (7 years ago)Megan, thanks for a the great detail on the text and how you think they apply to your context. I was struck by your comment about badges — do you think that there is a tradeoff with pursuing too many badges vs focusing on those that have the most immediate value/potential to help the individual and how could we help that balance? Thanks!
Megan Riggers
October 10, 2017 at 9:18 pm (7 years ago)I do think there needs to be a balance. I was thinking of how most video games set up badges, and there is generally a way to see all the badges that are available. Most are fairly easy to earn…and then it gets harder and harder with only the elite earning all of the badges. Badges don’t “get you anything” in most games, except prestige. Not sure how to foster the desire for the badges or to keep to momentum up….but I think that this badge system will work for some of our students that are struggling. I have a very high population of gamers.