Research Methods – The
Door
STUDY TITLE:
The Impact of a
PBL-based Course Redesign on Post-secondary Learners
Scott J. Warren, Ph.D.
Cliff Whitworth, Ph.D.
University of North Texas
CECS 1100 Course for the Quality Enhancement
Program
The problem of current undergraduate education
ÒMany students graduate having accumulated whatever number of
courses is required, but still lacking a coherent body of knowledge or any
inkling as to how one sort of information might relate to others. And all too
often they graduate without knowing how to think logically, write clearly, or
speak coherentlyÉ(t)he university has given them too little that will be of
real value beyond a credential that will help them get their first jobs.Ó
The
Boyer Commission on Educating Undergraduates (1995)
In response to the Boyer Commission report, a
major attempt to improve college teaching has come in the form of the
Scholarship of Teaching and Learning (SOTL) movement. A resurgence of study
regarding the SOTL began with Chickering and GamsonÕs article ÒSeven principles
for good practice in undergraduate educationÓ (1987). The principles suggested by these authors for
good practice in undergraduate education are:
1.
(E)ncourages
contact between students and faculty,
2.
(D)evelops
reciprocity and cooperation among students,
3.
(E)ncourages active
learning,
4.
(G)ives prompt
feedback,
5.
(E)mphasizes time
on task,
6.
(C)ommunicates high
expectations, and
7.
(R)espects diverse
talents and ways of learning.
(Chickering & Gamson, 1987) (p. 1)
In addition, Chickering and Gamson suggest that there are five
powerful forces that may impact education: (1.) activity, (2.) expectations,
(3.) cooperation, (4.) interaction, (5.) diversity, and (6.) responsibility (1987)(p.2). These forces must be coupled with a
supportive environment in order for substantial effects to be felt in the educational
community. Table A1 includes the attributes of an environment supportive of
good teaching practices.
Table A1.

Also,
stemming from attempts to engage in research related to his own post-secondary
teaching, Randy Bass (1999) suggests that the process of teaching should
include the investigation of problems within the context of courses as implicit
in both the teaching and research missions of faculty. He also states that teaching
should be viewed not as an activity, but a process made up of vision, design,
interactions, outcomes, and analysis. As such, this view also values scientific
inquiry into onesÕ own teaching practices as an integral part of the process of
teaching. The questions instructors develop from the process of teaching should
inform the direction of research and need not be directly tied to their own
disciplines. More recent research regarding SOTL has been conducted by Cottrell
and Jones (2003) in the form of case studies and qualitative
analyses regarding the following questions:
1. What influenced instructors to implement the
scholarship of teaching and learning?
2. What learning outcomes did instructors expect their students to
realize?
3. What learning approaches did instructors
implement in their course designs?
4. How did instructors assess whether course
revisions and teaching practices are making a difference in student learning
and development?
5. How did instructors use the assessment results
to improve the courses? (p. 171)
Cottrell and Jones also
found that there were eight significant influences that caused faculty to
implement the scholarship of teaching and learning. These influences may be
found in table A2.
Table A2.
Factors influencing the adoption of
scholarship and teaching
|
Influences |
|
|
|
N |
|
% |
|
|
|
|
|
|
|
|
|
|
|
Internal influences |
|
|
|
|
|
||
|
Personal philosophy of
teaching |
|
37 |
|
79 |
|||
|
Frustration with
student learning |
|
7 |
|
15 |
|||
|
|
|
|
|
|
|
|
|
|
Organizational
influences |
|
|
|
|
|||
|
Support from
administration |
|
12 |
|
26 |
|||
|
|
|
|
|
|
|
|
|
|
External influences |
|
|
|
|
|
||
|
CASTL |
|
|
|
|
6 |
|
13 |
|
Teaching conferences |
|
|
4 |
|
9 |
||
|
Accreditation
organizations |
|
2 |
|
4 |
|||
From Cottrell
& Jones, 2003, p. 174
While there were a
substantial number of influences, the instructorÕs personal philosophy of
teaching, frustration with student learning, and support from administration
were found to have the largest impact on their decision to engage in
scholarship of teaching and learning. Another notable finding was that Òan
analysis of the data revealed that all of the participating instructors
realized that the most essential part of the scholarship of teaching and
learning is using the assessment results to make deliberate changes in the
course to maximize student learning and developmentÓ (Cottrell & Jones, 2003)(p.178). It would therefore follow that studying
the active engagement of an instructor in the change process of curriculum and
teaching methods within an ongoing course would be a logical area for further
study.
Related
to this finding is ShulmanÕs (1998) assertion that in order for teaching to become a
form of scholarship, it must educate faculty. The scholarship of teaching and
learning must be made public, subject to critical review and evaluation, and
accessible so that scholars can exchange and build upon previous work. This
assertion is central to the usefulness of the SOTL movement and carries with it
many implications for future research in the area.
Two
areas for future research suggested by Cottrell and Jones are (1.) how do faculty share their findings
related to scholarship of teaching and learning and (2.) research may also
inquire as to whether scholarship of teaching and learning initiatives are
valued and used to make tenure and promotion decisions at public and private
universities (Cottrell & Jones, 2003).
Game+Narrative+Distributed Learning
Quote from Neuromancer or other Cyberpunk book
Building
on the theory that narrative must be an integral part of learning activities to
frame and situate learners with respect to their application of knowledge and
skills in future learning activities, this course also integrates the concept
that this narrative is most effective when it supports learning activities that
have free choice game activities that reveal enabling information and resources
that improve learner effectiveness and sense of reward as revealed using
emerging and popular online resources that students use as part of their daily
lives in a distributed fashion rather than a fully integrated, stand-alone
product (i.e. MySpace, blogs, podcasts.)
A
larger conception in which the multiple media are hosted all over the place and
then reintegrated into a course – i.e. taking links to videos made by the
designers and posted in YouTube, music posted to MySpace, Podcasts on different
webs sites, multiple blogs, etc. to create game-like structures, learning
activities, etc. that better match the reality of the Internet as it evolves.
This conception takes advantage of the many free online resources and blends
them together to give learners a situated, coherent narrative that carries them
through their learning experience, tasks, etc.
One
instructional method that shows promise for developing game scenarios for
instruction at the post-secondary level is problem-based learning (Albanese & Mitchell, 1993; Diekelmann &
Scheckel, 2003; DiPasquale, Mason, & Kolkhorst, 2003; Elder & Paul,
2002; Everett & Zinser, 1998; Keller, 2002; Kolodner, 2002; Willis, 2002;
Zembal-Saul, Blumenfeld, & Krajcik, 2000). It has a propensity for improving critical
thinking skills (Tiwari & Lai, 2002), improving post-secondary learning experiences by
providing authentic tasks (Bonk, Kirkley, Hara, & Denned, 2001), and forces that students engage in
story-driven, problem-centered tasks similar to those found in video games (Jonassen, 1999; Jonassen &
Hernandez-Serrano, 2002; Scott J. Warren, 2006; S.J. Warren, 2006). Combined with the fact that post-secondary
learners tend to be motivated by internal self-esteem, recognition, need for a
better quality of life, and self-actualization rather than extrinsic rewards,
the learning activities can be packaged in such a way that they mirror
real-world tasks while providing additional narrative that has been found to be
motivating to learners that require additional feedback, peer support, and
motivations that they may not find in more traditional classrooms.
Problem-based learning
Savery and Duffy (1995) suggest a series of instructional design
principles based on the PBL vision and orientation. These principles are:
1.
Anchor all learning activities to a larger task or problem.
2.
Support the learner in developing ownership for the overall problem or task.
3.
Design an authentic task.
4.
Design the task and the learning
environment to reflect the complexity of the environment they should be able to
function in at the end of learning.
5.
Give the learner ownership of the process used to develop a solution.
6.
Design the learning environment to support and challenge the learner's
thinking.
7.
Encourage testing ideas against alternative views and alternative contexts.
8.
Provide opportunity for and support reflection on both the content learned and
the learning process. (P.3-6)
When
implementing PBL in college courses, the following complimentary suggestions
have been made by A. Sandra Willis based on her implementation of PBL in a
university psychology course and will guide the design of the course under
study:
1.
Peer tutoring, used by many PBL advocates may provide advanced (students)
opportunities for their own skills-based learning experiences within the
framework of an independent study or an undergraduate teaching assistantship.
2.
Conversely, students in a PBL course may feel overworked by having to schedule
time outside of class to work in groups and by having to complete many written
assignments. Plan carefully to provide a significant proportion of class time
for group work, especially for the entire group to reach a consensus on answers
to the problems.
3.
Try to construct problems that are holistic, not divisible, so that all
students are exposed to similar content knowledge and opportunities for skills
development.
(Willis, 2002)(P.289-290)
Critical
Thinking and PBL
From a critical thinking
perspective, research has shown that PBL:
Ò(E)ncourages students to develop thinking skills
including the ability to: (i) analyze and synthesize data; (ii) develop
hypotheses; (iii) apply deductive reasoning to a problem situation; (iv) draw
conclusions after analysis, synthesis and evaluation of new information; (v)
synthesize strategies/solutions; and (vi) monitor and evaluate own thinking
process.Ó
(Tiwari & Lai, 2002)(p. 2)
Stemming
from existing research evidence, several authors have set out to combine a
problem-based learning approach with proven critical thinking strategies
originally developed outside of PBL in order to enhance the existing strengths
of the approach while providing additional scaffolding for learners new to
working in a CLE (Albanese & Mitchell, 1993; Diekelmann &
Scheckel, 2003; DiPasquale, Mason, & Kolkhorst, 2003; Elder & Paul,
2002; Everett & Zinser, 1998; Keller, 2002; Kolodner, 2002; Willis, 2002;
Zembal-Saul, Blumenfeld, & Krajcik, 2000).
One technique for improving critical thinking has
been to require student self assessment so as to encourage metacognition in
students in order to revise their thinking and PBL approaches, resulting in
improvements in performance (Bransford, Vye, Bateman, Brophy, & Roselli,
2003; Meyerson & Adams, 2003). As a result of this increased metacognition, a
problem based learning approach may also stimulate increased transfer as
students are able to perform problem solving in a number of new contexts and
settings (Lin, Hmelo, & Kinzer, 1999). It is therefore reasonable to expect that including
such methods in a post-secondary course would lead to comparable results.
Critical
thinking and post-secondary education
Bonk, Ehman, Hixon, & Yamagata-Lynch (2002) conducted research related to the use of
web-based tools in stimulating student critical thinking as well as for
scaffolding the student learning experience. This article details the findings
and methodology of a quantitative research study in which teacher learning is
supported by using web-based tools rather than traditional classroom methods
such as lecture. This form of self-study is comparable to that found in the
SOTL research and was used to revise the course to better meet student needs.
This study provides specific lessons and
heuristics related to structuring a course with the intent of taking advantage
of the unique properties of online tools, while avoiding common errors made in
including an online component in a course. The research also generates several questions
related to online instruction and critical thinking strategies as originally outlined
by Bonk, Kirkley, Hara, & Denned (2001). What critical thinking strategies are
appropriate for use in a PBL based course? Where is there engagement happening
in terms of critical thinking? Can online tools be used to implement activities
that stimulate critical thinking? Such questions are at the heart of the
present inquiry.
Several authors have used these principles in
order to design models for the effective development of constructivist learning
environments (CLE). The Design of Constructivist Learning Environments and
Learning by Design/Design based learning (LBD/DBL) are two relevant, recent
models based on these principles and are discussed in the following sections.
Designing
constructivist learning environments
David Jonassen outlines a model for the design of
a learning environment based on the aforementioned constructivist vision and
design principles as given by Savery and Duffy (1996), Cunningham et al (1991), and JonassenÕs (1999; Jonassen & Hernandez-Serrano, 2002; ,
1993) own manifesto for
constructivist learning environments. This model centers on an ill-structured
problem to be solved representing a particular learning goal that requires
students to learn domain content and skills in order to solve the problem
rather than learning the content out of the context of an authentic problem.
Such problems must be at the heart of any designed constructivist learning
environment and will therefore be central to the design of the proposed course
setting.
An ill-structured problem is defined as one that
has:
1.
(U)nstated goals
and constraints,
2.
(M)ultiple
solutions, solution paths, or no solutions at all,
3.
(M)ultiple criteria
for evaluating solutions,
4.
(U)ncertainty about
which concepts, rules, and principles are necessary for the solution or how
they are organized,
5.
(N)o general rules
or principles for describing or predicting the outcome of most cases, and
6.
(A requirement
that) learners Émake judgments about the problem and to defend their judgments
by expressing personal opinions or beliefs.
(Jonassen, 1999)(p.219)
A number of tools are also discussed as supports
for studentsÕ knowledge construction in JonassenÕs conception of a CLE. They
include (a.) cognitive tools to enhance student cognitive processing, such as
visualization tools, (b.) static and dynamic knowledge modeling tools used to
build models or simulations of real-world phenomena, (c.) performance support
and (d.) information gathering tools for increasing student productivity in
repetitive or difficult tasks. A final set of tools are for (e.) conversation
and collaboration with the purpose of providing a method or environment for
collaboratively constructing socially shared knowledge within the context of
the PBL (Jonassen, 1999)(p. 220-230). Such tools must be provided whether
designing for first grade students or college seniors and, while they may take
many different forms, will be central for scaffolding the problem while
allowing students to engage in serious inquiry.
The role of the instructor changes substantially
in a CLE. They are no longer a provider of information to be memorized as in
traditional learning environments. They take on the role of a modeler of
appropriate performance, an articulator of examples of the reasoning and
decision making skills they want students to exhibit, a motivating coach there
to trigger reflection as they keep an eye on and regulate the learnersÕ
performance, while scaffolding to support the learners as they encounter
difficulty with the task or require alternative forms of assessment (Jonassen, 1999; Land & Zembal-Saul, 2003;
Lin, Hmelo, & Kinzer, 1999; Vygotsky, 1978). In the college classroom it is especially
important that the instructor become a facilitator rather than a giver of
knowledge as we prepare students to work and engage in practice in real world
settings independent of direct instruction.
Problem based learning in a CLE requires a number
of responsibilities on the part of the learner. These include that students be
self-directed and take advantage of the great diversity of experience they and
others bring to the ill-structured problem and that are open to learning when they
experience a need to know or do something. PBL also requires that students
engage in problem-centered tasks and that they be motivated by internal
self-esteem, recognition, need for a better quality of life, and
self-actualization rather than extrinsic rewards (Kolodner, 2002; Lin, Hmelo, & Kinzer, 1999;
Liu, 2003; Tiwari & Lai, 2002; Willis, 2002; Yip & Gafarian, 2002). If the instructor interferes in this process by
demotivating or interfering with the students knowledge construction process,
they disempower them from owning both the inquiry process and the products of
that process.
As a result, a PBL-based course has been found to
meet the needs of undergraduate students preparing for professional careers,
better than lecture-based, instructor directed courses (Ironside, 2003; Lin, Hmelo, & Kinzer, 1999;
Norman & Schmidt, 1992; Terehoff, 2002; Zembal-Saul, Blumenfeld, &
Krajcik, 2000). The reported satisfaction rates of students engaged in PBL-based
courses has commonly been higher than those rates reported by students in
traditional learning environments (Ge & Land, 2003). Sandra Harris (2003) outlines an model that incorporates both the
metacognitive principles and relevant, authentic tasks that are central to
PBLÕs common instructional design principles, as outlined by Savery and Duffy (1995), Jonassen (1999), and Kolodner (2002).
Not all the writing about problem-based learning
has been positive, especially when it comes to studentsÕ performance on
accountability measures. PBL has also been criticized for lack of results on
standardized tests due to its focus on practice and lack of work on rote
memorization(Yip & Gafarian, 2002). In addition, the extensive amount of time that
teaching from a PBL perspective often takes in a constructivist classroom is
deemed to make it practical (Dede, 2004). In a similar learning theory, Learning by
Design (LBD), Kolodner describes five guidelines for developing learning
activities (2002):
1. Foregrounding of skills and
practices: Cycles of iteratively applying what one is learning, interpreting
and explaining one's solutions, debugging one's knowledge and skills based on
those explanations, planning and predicting future use, and then applying what
one has just figured out; reflection on use is critical.
2. Practicing: Consistent,
continuous, reflective practice of targeted skills in contexts consistent with
authentic use; undertaken individually, in small groups, and publicly.
3. Establishing need: Giving
students a need to use the skills and practices as well as reasons to want to
work together and learn from each other, through challenges that are complex
enough to require collaboration and that require the targeted skills.
4. Making recognition of the need to
use procedures automatic: Through ritualizing the practice of important
packages of skills.
5. Establishing and enforcing expectations:
Through establishing and sustaining a culture of rigorous thinking and collaboration
through activities that make the need for such practice clear, and then using
that culture to promote and support reflective practice. (p.35)
While
this model has commonly been used in K-12 science education environments, it
has also been applied in post-secondary environments. Stemming from research
into the establishment of a curriculum based in Design Based Learning (DBL), it
has been suggested by Jacob Perrenet and Ivo Adan (2002) that the following characteristics should be
present in the development of a DBL curriculum: Ò(a.) professionalization, (b.)
activation, (c.) co-operation, (d.) creativity, (e.) integration, and (f.)
multidisciplinarity.Ó (p. 192)
Furthermore, Perrenet and AdanÕs research also
suggests that DBL can:
.
to improve the quality of education;
.
to increase the level of competence orientation;
. to reinforce the coherence between education
and research;
. to strengthen cohesion and coherence within the
(course or program);
.
to achieve innovation of technical systems.
(Perrenet & Adan, 2002)(p. 192)
It
is important to note that the roles of the instructor in DBL and LBD are
comparable to those described by Jonassen for constructivist learning
environments (CLE), although there may be a more substantial expert designer
role in the development of student technology competency needed to respond to
problems. These roles include: facilitator, coach, and provider of scaffolding
for learners exhibiting needs not met within the initial explanation of the
ill-structured design problem.
Further clarification regarding the uses of DBL
in classroom and research contexts has been put forth by Barab and Squire (2004)related to learning and cognition issues and an
overall charting of the DBL approach to constructivist learning. According to
these authors,
ÒWhat
separates design-based research in the learning sciences from formative
evaluation is (a) a constant impulse toward connecting design interventions
with existing theory, (b) the fact that design-based may generate new theories
(not simply testing existing theories), and (c) that for some research
questions the context in which the design-based research is being carried out
is the minimal ontology for
which the variables can be adequately investigated (implying that we cannot
return to the laboratory to further test the theoretical claims).Ó
(Barab & Squire, 2004)(p.5)
It is from this framework that a serious attempt to study teaching and learning
in situ is derived, leading
to scholarship and inquiry related to developing theories and methods that
stand up to authentic, real-world testing.
PBL
and SOTL: A course design model
While
not its explicit intent, a study was conducted by Sage (2002) that engages in a similar form of SOTL to BassÕ
example. This particular research was designed to qualitatively evaluate the
attitudes and conceptions of students during the implementation of a PBL-based
an online course as it is taught while also examining explicit teacher
practices and curriculum issues. A secondary focus of the study was to capture
the learning and teaching experiences and challenges inherent in revising such
a course to include problem-based learning. Sage specifically looks at a group
of graduate students engaged in a PBL environment, structured online, using an
asynchronous collaboration tool for the purpose of learning to integrate the
internet into K-12 classroom content. Due to the fact that online courses have
become prevalent, whether for distance Masters students or other, traditional
students engaged in course work during summer sessions, this study holds
special relevance in the current post-secondary environment.
Sage
found that many of the problems students had in the course related to the
presented constructivist, ill-structured problems rather than the online format
of the course. Prior background experience, group learning experiences,
individual learner differences, assessment and grading issues, building trust among
the students, how to use the online interface, as well as how to design the
problem based learning environment all came into play within the context of the
study. Each issue generated substantial difficulty for both the learners and
instructor, leading to formative correction as feedback from students was
generated in the online environment (Sage, 2002).
As
Sage suggests, research related to asynchronous, online collaboration tools is
still in its infancy and presents an area in which substantial studies could be
conducted, whether the tool is used as part of an online-only course, or is
part of a face-to-face course in which the tool is used as part of a larger PBL
environment. By studying the use of such a tool in this environment as we
explore our own teaching practices, there is the belief that studying the
appropriate use of PBL tools in the course of inquiry will provide insight into
how to better make use of their inherent, specific affordances.
Angeli, Valanides, & Bonk (2003) developed tools for improving critical thinking
in the context of online learning by addressing learning and cognition issues
related to implementing strategies that were intended to improve student
learning. The study focused on a group of undergraduate students who were
preparing for careers as teachers and uncovered issues related to implementing
an asynchronous, web-based tool for improving student learning. These included
technology failures, student apathy, individual learner differences, as well as
problems that stemmed from revising the course to embed innovative tools or to
repair problems caused by them.
RESEARCH
Pilot Study of CECS 1100.004 [a.k.a The Door] (Spring 2007)
Hypotheses
Quantitative
hypotheses
1. The use of a game-driven, problem-based learning curriculum
for post-secondary learners that leverages existing and developed distributed
learning resources should improve the achievement of learners at a
statistically significant level more than those learners in the existing drill
and practice-based course.
2. The use of a game-driven, problem-based learning
curriculum for post-secondary learners that leverages existing and developed
distributed learning resources should improve the level of satisfaction
expressed by learners more than those learners in the existing drill and
practice-based course at a statistically significant level.
3. The use of a game-driven, problem-based learning
curriculum for post-secondary learners that leverages existing and developed
distributed learning resources should increase the level and amount of
metacognitive reflection activities engaged in by learners more than those
learners in the existing drill and practice-based course at a statistically
significant level.
Qualitative
questions related to Scholarship of Teaching and Learning
4. How does the instructor experience of teaching
and revising the curriculum where they implement the elements of SOTL unfold
differently than the experience of an instructor in an existing course?
5. How does the instructor report the findings of
his SOTL experience (as taken from Cottrell and Jones (2003)?
Qualitative
hypotheses related to the course game
1. The experience of learners using the course
should be qualitatively different than for learners in the traditional sections
as impacted by the game narrative.
2. Learners should have periods of success during
the class that are qualitatively different from those studentsÕ successes in
the traditional curricula.
3. The
kinds and forms of difficulty encountered by learners in the course game should
be qualitatively different from the challenges faced by learners in the
traditional curriculum.
4. The peer interactions engaged in by learners in
the course game should be qualitatively different from peer interactions in the
traditional course sections.
5. The struggles in working with peers in the course
game should be qualitatively different from those faced by students in the
traditional course sections.
Research Questions
Quantitative
questions
6. Can the use of a game-driven, problem-based
learning curriculum for post-secondary learners that leverages existing and
developed distributed learning resources should improve the achievement of
learners at a statistically significant level more than those learners in the
existing drill and practice-based course.
7. Can the use of a game-driven, problem-based
learning curriculum for post-secondary learners that leverages existing and
developed distributed learning resources improve the level of engagement shown
by learners at a statistically significant level versus learners in the
existing drill and practice-based course?
8. Can the use of a game-driven, problem-based
learning curriculum for post-secondary learners that leverages existing and
developed distributed learning resources improve the level of satisfaction
expressed by learners more than those learners in the existing drill and
practice-based course at a statistically significant level?
9. Can the use of a game-driven, problem-based
learning curriculum for post-secondary learners that leverages existing and
developed distributed learning resources increase the level and amount of
metacognitive reflection activities engaged in by learners more than those
learners in the existing drill and practice-based course at a statistically
significant level?
Qualitative
questions related to Scholarship of Teaching and Learning
10. How does the instructor experience of teaching
and revising the curriculum where they implement the elements of SOTL unfold
differently than the experience of an instructor in an existing course?
11. How does the instructor report the findings of
his SOTL experience (as taken from Cottrell and Jones (2003)?
Qualitative interview prompts related to the course
1. Tell me about your experience with the class.
2. Tell me about a time when you were successful in
learning in the class.
3. Tell
me about a time when you struggle to learn in class.
4. Tell me about a time when you worked well with
your peers to complete a class task.
5. Tell me about a time when you struggled to work
with your peers to complete a class task.
Research methods
As with any new instructional methodology, it is
as important to discover the specific answers as to why it was more effective
than another method as it is to learn that it is effective at modifying
behavior, improving achievement, or engaging learners in reflection associated
with improvements in critical thinking. By studying learner responses to
questions regarding their experience, researchers learn more about how to
recreate effective learning experiences on a global level rather than just a
local one and how to modify a treatment to improve its effectiveness when it is
employed in future courses. As such, this study will employ both quantitative
and qualitative methods.
This
research study will employ a quasi-experimental, posttest comparison design to
measure the effect of a digital game-based, problem-based curriculum in a
hybrid course on student achievement in an introductory computer education
class. It is quasi-experimental because students were randomly assigned by
their choice of section to be in one class or the other class to three classes
that will be randomly assigned to the treatment or comparison group. The
posttests will be based on the shared learning objectives of each section under
the CECS 1100 course. The independent variable in this design is the type of
instruction (hybrid, digital game-based, problem-based learning) and the dependent variable is student achievement
on a posttest assessment given to all three sections and covering the same
objectives shared across sections falling under this course number.
Participants and Setting
Setting
There
will be three settings for this study. The first two comprise the comparison
groups; one will be set in the online-only course using WebCT and the SAM 2003
course software while the other will be set in a face-to-face classroom
employing the SAM 2003 software. The third (treatment group) will be set in the
classroom for 6 total class periods over the course of the semester and in the
digital environment Second Life
combined with the Moodle course management system combined with online web
logs, web sites, and tutorials.
Participants
The
participants will be 96 undergraduate students at the University of North Texas
enrolled in the CECS 1100 course during the spring of 2007. These students were
quasi-randomly selected as they were self-selected to participate in each
section with no prior knowledge by the researchers. These participants have no
prior knowledge of the instructional style of the course prior to enrolling
other than knowing that the comparison section (CECS 1100.030) is a hybrid
course which meets only partly in a classroom or that the CECS 1100.020)
section meets entirely online.
Quantitative methods
The research in the instance of the quantitative
questions will differ dependent on the outcomes sought by the questions. In the
instance of the achievement questions, students have been randomly assigned to
a condition dependent upon the section of the CECS 1100 course that they signed
up to take with no prior knowledge of the research questions and with no
influence by the researchers. Two sections engaged in the existing 1.) online
and 2.) face-to-face sections will act as the comparison groups. A third
section, developed specifically as a hybrid course with six total face-to-face
meetings over the course of the semester combines with learning tasks and
activities that students will complete online using the open-source Moodle course management software, the no cost Second
Life three-dimensional digital space, and numerous web resources developed to
support learning housed in several open-source web log spaces. This third
section will act as the treatment condition. Each quantitative question will
use its own instrument.
Question
1. Can the use of a game-driven,
problem-based learning curriculum for post-secondary learners that leverages
existing and developed distributed learning resources should improve the
achievement of learners at a statistically significant level more than those
learners in the existing drill and practice-based course?
In
order to address this question, students in the two conditions will engage with
either the treatment or comparison curricula over the course of the semester.
At two points during the semester (midterm and final), each group will complete
two exams based on the same learning objectives shared by each curricula. These
objectives can be found in Appendix A. The first part of each examination will
consist of knowledge specific questions that ask students about the features and
functions of the software used up to the time of the examination to complete
the assigned learning tasks The second part of the examination will require
students to develop a small product using the software that shows application
of their acquired skills within a set time limit. The second exam will cover
the knowledge and skills that students were expected to acquire over the course
of the entire semester.
Question
2. Can the use of a game-driven,
problem-based learning curriculum for post-secondary learners that leverages
existing and developed distributed learning resources improve the level of
satisfaction expressed by learners more than those learners in the existing
drill and practice-based course at a statistically significant level?
This
question will be addressed by providing students with a survey of learner
satisfaction with the overall course, the means of instruction, means of
assessment, and learning activities similar to the means of course quality
assessment that will be provided by the College of Education. However, while
summative, this survey will be more in-depth and ask specific questions about
the delivery of instruction by system, attitude toward instructor, attitude
towards instructional style, self-report of instructional style, attitude
towards individual learning components and activities, attitude towards peers,
as well as general satisfaction with the course.
In
this instance, students will take the Constructivist On-Line Learning
Environment Survey (COLLES), which is embedded within the Moodle course management software. A separate version
was created for the non-treatment classes within an online survey collection
tool. This survey will be administered at the conclusion of the course (see
Appendix B.)
The
COLLES is made up of 24 statements within six scales. Each has been developed
to determine the quality of the on-line learning environment:
Relevance How
relevant is on-line learning to students' professional
practices?
Reflection
Does on-line learning stimulate students'
critical reflective
thinking?
Interactivity To what extent do students engage
on-line in rich educative
dialogue?
Tutor
Support How well do tutors enable
students to participate in on-line
learning?
Peer
Support Is sensitive and encouraging
support provided on-line by
fellow students?
Interpretation Do
students and tutors make good sense of each other's
on-line communications?
Question
3. Can the use of a game-driven,
problem-based learning curriculum for post-secondary learners that leverages
existing and developed distributed learning resources increase the level and
amount of metacognitive reflection activities engaged in by learners more than
those learners in the existing drill and practice-based course at a
statistically significant level?
This
question will be addressed by collecting metacognitive reflections developed by
students in their online, public web logs that are responses to online learning
activities, peer questions, and instructor prompts that related directly to
learning activities in the CECS 1100.030 course. The text of these reflections
will be analyzed using both Computer Mediated Discourse Analysis (Herring, 2004) and Critical Discourse Analysis (Carspecken, 1996) to examine the level of critical discourse
engaged in by learners related to metacognitive reflection. These utterances
will be classified by section to determine the degree to which metacognitive
reflection and power are expressed by students in the comparison and treatment
groups.
Qualitative research
Qualitative
questions related to Scholarship of Teaching and Learning.
1. How does the instructor experience of teaching
and revising the curriculum where they implement the elements of SOTL unfold
differently than the experience of an instructor in an existing course?
2. How does the instructor report the findings of
his SOTL experience (as taken from Cottrell and Jones (2003)?
Qualitative questions related to the qualities of the class
6. Tell me about your experience with the class.
7. Tell me about a time when you were successful in
learning in the class.
8. Tell
me about a time when you struggle to learn in class.
9. Tell me about a time when you worked well with
your peers to complete a class task.
10. Tell me about a time when you struggled to work
with your peers to complete a class task.
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Appendices
Appendix A.
Skill and Knowledge
Objectives for CECS 1100
1.0 CECS 1100 SKILL
OBJECTIVES
1.1
Computer architecture and file management
The Learner
Will (TLW) use their knowledge of computer architecture
and file management to:
1.11 Backup files and other data
1.2
Hardware
TLW be able to Identify and Use:
1.21 Hardware/Software Overview
1.22 ComputerÕs CPU
1.23 Memory/storage, I/O
1.24 Peripherals
1.3
Internet
TLW will be able to use the Internet to:
1.31 Develop a Blog reflecting on current trends
in technology
1.32 Identify and engage with peers using
appropriate etiquette
1.33 Use Search Engines for research and
information gathering
1.34 3D environments for navigating course tasks
1.4
Word Processing
TLW be able to use a word processor for the following purposes:
1.41 Compose a document with appropriate
typography
1.42 Undo/Redo commands
1.43 Moving and copying features
1.44 Find, replace, go to in a doc
1.45
Formatting: Alignment, indents, tabs, borders and spacing,
columns, page breaks
1.46 Graphics, clip organizer, Word Art
1.47 Bullets, Headers/Footers, Page numbers
1.48 Table of contents, sections, indexes
1.5 Desktop publishing
TLW will be able to design one or more of the
following using a
desktop
publishing program:
1.51 Flyers, advertisements, press releases
1.52 Invitations and menus
1.53 Publications and newsletters
1.54 Brochures and catalogs
1.6
Collaboration tools
TLW will be able to use collaboration tools to design and edit:
1.61 Correspondence such as business and personal
documents
with formatting templates and wizards
1.62 Reports and long documents
1.63 Long documents such as multi-page letters,
reports, meeting
documents and schedules/forms
1.64 Mail merge
1.7
Spreadsheets
TLW be able to use a Spreadsheet program to:
1.71 Enter and format data
1.72 Enter and edit formulas
1.73 Setup spreadsheets on multiple pages
1.74 Modify cells/ranges
1.75 Format using copy, move, paste, and
alignment tools
1.76 Adjust fonts, borders, patterns, and shading
1.77 Develop charts and graphs
1.78 Use freezing, hiding tools
1.79 Print spreadsheets and charts
1.791 Functions
1.792 Templates
1.8
Statistical and Mathematical Functions
1.81 Spreadsheets/what if
1.82 Statistical functions
1.83 Expressions vs. functions such as If, Lookup
1.84 PMT, FV
1.85 Ledgers
1.86 Payroll, asset records, income
1.87 Budget development
1.88 Analysis, accounting
1.89 Sales, Investment
1.9 Presentation software
TLW use Presentation software tools and features
to:
1.91 Modify and choose appropriate views
1.92 Choose, modify and develop layouts and save
them as
templates
1.93 Use the clip organizer to embed graphics
1.94 Set up different forms of slide show
1.95 Use auto content and custom Schemes
1.96 Embed multimedia and animation in
presentations
1.97 Include appropriate bullets
1.98 Automate processes, include motion paths,
timings, and action
buttons to develop electronic presentations
2. 0 Integration
TLW will use Productivity Software tools in an
integrated fashion to
develop:
2.1 A basic online portfolio
2.2 A collaborative document that uses multiple
software tools such as
spreadsheets
and word processors to develop a presentation
2.3
Proofread documents that have multiple authors
2.4 APA citations to support their work
3.0 Knowledge Objectives
3.1 General course
3.11 Course Objectives
3.12 Course Overview
3.13 Project requirements
3.14 Available Resources
3.15 Expectations of participation and behaviors
3.2 Computer architecture/file management
including:
3.21 The history of computers
3.22 Components of the desktop and Explorer
3.23 Files and folders/General organization
3.24 Bits/bytes
3.3 Hardware/software
TLW be able to Identify and Understand the
Purpose of:
3.31 Hardware/Software
3.32 Computer CPU
3.33 Memory/storage
3.34 I/O
3.35 Peripherals
3.4 Internet knowledge
TLW will understand issues related to Using the
Internet such as:
3.41 Security issues
3.42 Privacy concerns
3.43 Copyright
3.44 Etiquette (a.k.a. netiquette)
3.45 TCP/IP setup and functioning
3.46 WWW vs. intranets
3.47 Blogs and other current trends
3.48 Search Engines and boolean language
3.49 URLs/DNS
3.5
TLW be able to identify Word Processing General tools and features
3.6 TLW understand and identify Spreadsheet
Basics such as:
3.61 General Tools and features
3.7 TLW understand and locate Presentation software tools and
features
including:
3.71 Views
3.72 Layouts
3.73 Templates
3.74 Clip organizer
3.75 Slide show
3.8 TLW understand current Information Technology
topics such as:
3.81 Emerging communication tools and techniques
3.82 The role of gaming in learning and training
3.83 The need for and tools that allow for
multi-user collaboration
3.84Ethical issues
3.9 TLW understand the purpose of developing an
Online Portfolio
Appendix B.
Midterm exam with objectives
Appendix C.
Final exam with objectives
Appendix D.
Constructivist On-Line Learning Environment Survey
(COLLES)
Appendix E.
Weekly metacognitive response prompts by week
Appendix F.
General instructor exit interview script
Appendix G.
Treatment instructor exit interview script
Appendix H.
Student formative interview script
(semi-structured)
1. Tell me about your experience with the class.
2. Tell me about a time when you were successful in
learning in the class.
3. Tell
me about a time when you struggle to learn in class.
4. Tell me about a time when you worked well with
your peers to complete a class task.
5. Tell me about a time when you struggled to work
with your peers to complete a class task.
Appendix I.
Student exit interview script
1. Tell me about your experience with the class.
2. Tell me about a time when you were successful in
learning in the class.
3. Tell
me about a time when you struggle to learn in class.
4. Tell me about a time when you worked well with
your peers to complete a class task.
5. Tell me about a time when you struggled to work
with your peers to complete a class task.
6. How did you feel overall about this class? Why?