Learner engagement is considered to be an effective predictor of student success. We can increase learner engagement by focusing on interactivity in course design.
The Community College Research Center (CCRC) at Teachers College, Columbia University published a paper on the topic: Predicting Online Student Outcomes from a Measure of Course Quality (Jaggars & Xu.) The purpose of the study was to gather empirical evidence regarding the link between online course quality and student outcomes.
The study looked at four main areas:
- Course design: organization and navigation
- Learning objectives and assessment
- Interpersonal interactions (student-to-instructor & student-to-student)
- Effective use of technology
Much of what was learned through the research reaffirms what we have shared here before – that there exists a positive correlation between student-to-instructor interactivity and student success.
What the study did not reveal was a correlation between student success and online course design, or for that matter, between student success and the alignment of learning objectives and assessment. That isn’t to say these aren’t essential considerations when designing the online course – they are. But rather, that the study did not provide evidence that these factors are directly related to student achievement.
Another interesting finding was that although student-to-instructor interactions showed a positive correlation to student outcomes, this was not necessarily the case with student-to-student interactions. In fact, students indicated their experience with online discussion and group projects was, to paraphrase, pretty much a time sink.
Initially, the findings appeared to support a relationship between the effective use of technology and course grades, but after controlling for student characteristics the relationship became less apparent. Most quality assurance rubrics and accepted practices in online delivery suggest that educational technologies need to be current or state-of-the-art. However, this study suggests when designing rubrics for online course design…
“…quality ratings for technology may wish to focus on not just the use of “current” technologies but how these technologies are used to support user interaction, confidence, motivation, and learning.”
It occurs to me that interaction, confidence, motivation and learning can all be supported by the introduction of games or gamification in learning design.
The use of games in education has gained momentum in recent years. Games can be very motivating (perhaps even addicting). In a game we interact with the medium, often are given problems to solve or challenges to overcome, make choices, and as we progress in skill we become more confident.
Tools like Respondus StudyMate and Quia can be used to turn objective type quizzes into word games: (matching, hangman, crossword, fill in the blank). This is especially helpful when learning new terminology. After integrating games into her Medical Terminology course a couple of years ago an instructor reported significant improvement in student test scores as students began to spend hours reviewing the content as they played games and tried to improve their scores.
The learning is not necessarily the learner’s primary goal when playing a game, but rather accomplishing a task, mastering a certain level, gaining points or credits, and ultimately to win. Of course learning happens as an outcome in the process. Games are by definition, competitive – we may compete against the computer, chance, ourselves, or others (bringing us back to the earlier discussion about student-to-student interactions).
“Through the careful application of game elements—such as the freedom to fail, interest curve, storytelling, and feedback—in learning programs, ordinary content can be made more engaging without the development of a full-fledged learning game.” – Karl Kapp
By looking for ways to implement game elements into our courses we may be able to repond to the several questions brought up in the study, including student to student interactions, and effective use of technology (student to content interactions).