Gamification 101[14]: 5 Ways to Make Marking Easier…

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This is Part 14 in my continuing saga of my current iteration of a gamified course.

comp 1103 2014 quest logA key aspect of my gamified course design is that there be fast turn-around of assessment. It is not uncommon in more traditional courses for instructors to take one to two weeks to return assignments that have been submitted, sometimes even longer. This just doesn’t work in a gamified design. A typical university course is just 13-16 weeks long. Fast turn-around of marking is crucial for facilitating student choice. When students get assessments back fast:

  • They get the feedback they need to know what they should be focusing on in the course (while there’s still time to do something about it).
  • They have opportunities to fix what they did (and learn from their mistakes) and re-submit their work.
  • When they see their score increasing, even by small amounts, it encourages them to complete and submit more work.
  • Being able to see their score increasing steadily provides tangible evidence of their progress and underscores the idea that their progress through the course is under their control.

How fast is fast turn-around? Students should not have to wait more than 3 or 4 days to get their assignments marked.

How do we make that work (without having to spend ridiculous amounts of time marking)?

XSCP 10042 CM 2For the truly busy (or just impatient) here’s the list:

  1. Anytime Anywhere Access
  2. A Single Space for all Student Assets
  3. A Consistent Submission Mechanism for all Work
  4. A Straight-forward and Consistent Marking Scheme for all Submissions
  5. A Single Click, At-A-Glance View of What Needs Marking

You might not think about this but having to click through 4 or more webpages in order to get at the item you want to mark creates considerable overhead and can more than double the amount of time it takes to mark something. The longer it takes to mark something, the less likely it is that it will be marked fast. Add to that the need to open multiple applications in order to mark a single item and we quickly realize that we are actually spending the majority of our “marking” time simply trying to get AT the thing we want to mark. Here are some ways to deal with this.

  1. Anytime Anywhere Access: First, we need a mechanism that allows both the instructors and the students to access their marks any time they want. These days that means access via a web browser. Now, course management systems already have grading applications, but they are all designed along traditional assessment lines. The next post in this series will go into more detail about this. I’ve already posted an explanation of the spreadsheets I am using currently. As a reminder – there are two spreadsheets that get created and shared between me and the student: the quest log where the students log all of their submissions, and the scorecard which is where the detailed breakdown of their assessments – including comments – is stored. The students only have read access to the scorecard, but have write access to the quest log.
  2. A Single Space for all Student Assets: Most CMS connect the files that students submit as part of their assignments to the assignment that is being submitted. This means that if I want to mark several different assignments for a single student, I have to open several different web pages and possibly several different applications. Again, this can add considerable overhead to my marking time. I provide my students with a folder (shared with just the one student and me) where they can copy any files that are associated with their quests. All they need to do is get the URL of the file (or folder if the quest includes more than one file) and paste it into their quest log. Because this is a Google drive, I can easily look at previews of anything they put in their folder. Often, that is all I need.
  3. A Consistent Submission Mechanism for all Work: This approach allows for a wide variety of items that can be submitted without having to treat each one differently. Almost everything they submit can be accessed by following a URL on the web. My course has students submitting work in a lot of different ways, such as:
    • Discussions (and responses)
    • Images
    • Documents
    • Spreadsheets
    • Presentations
    • Surveys

    and more. Here’s another place where Google shines. Using Google docs for as much as possible makes things more efficient because the various applications are so well integrated it is possible to set up submissions so that everything my students submit has a URL that can be copied into their quest logs. Each post on google groups has a URL so they can submit those in the same way.

  4. A Straight-forward and Consistent Marking Scheme for all Submissions: this helps both us and the students. While I really like the idea of using rubrics, most instructors actually get them wrong most of the time. It turns out that many students don’t like rubrics either. Rubrics can stifle creativity by standardizing the responses too much. I have tried to address that by instead creating a variation that lists a number of criteria I think are important and then associating a Likert-style scale with each line item rather than trying to describe what exemplary, average, etc. looks like. Every single line item in every single quest assessment is worth either 5 or 10 points. I’ll get into more detail on this in my next post.
  5. A Single Click, At-A-Glance View of What Needs Marking: In my gamified design students can be submitting a variety of different quests (assignments) all at the same time. In any given marking session, I could be marking a dozen or more different quests.

In Blackboard, for example, these are the steps I need to go through to do a round of marking:

  1. Log into Blackboard
  2. Find the class I need to mark and open it.
  3. Click on Grade Center
  4. Click on Needs Grading – this provides me with a list of all of the items that need grading. There is no easy mechanism for re-assessment of things already submitted.
  5. If my class is large then the list may span several pages so there will be extra clicking and loading here.
  6. Click on the item that needs grading.
  7. If there are any files associated with this item then I need to:
  8. Download the file to my computer (this involves several steps – and clicks).
  9. Open the file – which will likely involve launching a different application.
  10. Grade the item & record the grade
  11. Find my way back to the list of things that need grading (could be several clicks).
  12. Repeat steps 5 thru 12 for every item to be marked.

Contrast this with what I do using Google:

  1. Open the folder that contains all of my student quest logs. I have a bookmark for it so can access it directly. Since I use Chrome as my browser, and I log into that browser (so that I have my own customized set of plugin’s and bookmarks), I will almost certainly have already logged in. Since each quest log is a separate file the folder listing shows me which files have been modified by students since my last round of marking. Those are the ones I need to mark.
  2. Open the Quest Log of a student who has edited it since the last marking round.
  3. Check to see if a new item has been submitted (or resubmitted). If so, open the student’s Score Card (there’s a link right in their quest log).
  4. Click on the first item to be marked. If the student submitted it correctly, the item to be marked will open in a new tab.
    NOTE: I now have all three things open in different tabs. Switching between them takes very little time because they are all loaded in the browser. Blackboard makes this very difficult.
  5. Grade the item, record the comments & grade in the Score Card, record the total score and date in the Quest Log
  6. Repeat Steps 4 & 5 for each item the student has submitted.
  7. Repeat steps 2 thru 6 for each student.

There is rarely any downloading, and almost everything I do can be done in the browser – meaning I never have to worry about which computer I’m on. I can even do this from most mobile devices. Because it is so easy I can get a few students’ submissions marked even if all I have is 5 or 10 minutes.

I have also set up a “master” grade book that automatically collects the scores of all my students so I can see how the whole class is doing any time I want.

 

Easy-peasy.

At least as easy-peasy as marking dozens of items from dozens of students can get.


gamificationIf you are interested in following my course journal, watch for the “Gamification 101” heading.

Also, for more information on gamification, check out my website here.

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Worth Sharing: A List of Institutions with Graduate Level Games Research Positions

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Home page of the Digital Gaming Research Assocation (DiGRA) Student Representatives

Source: Games Research Positions – digrastudents.org

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Worth Sharing: Email Etiquette for Students – YouTube

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Something worth watching at the start of term…

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Worth Sharing: Why Is College So Expensive if Professors Are Paid So Little?

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These are educational professionals, and they need to be compensated like they are.

The short answer is ADMINISTRATION.

 

But the hyperinflated price tag of college has funneled toward another aspect of the higher education system: driving funds into administrative offices—a pattern “reflected in increases in the numbers of administrative positions, increases in those salaries, and increases in the percentage of college budgets going to these functions.”

In Canada, it is also partly because the federal and provincial governments are providing less and less funding.

What none of these guys seem to understand (perhaps because they’re mostly lawyers and economists) is that education is one of the best investments they can make.

Source: Why Is College So Expensive if Professors Are Paid So Little?

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Worth Sharing: The Post-Mortem on the APA’s Dead-On-Arrival Policy Statement On Video Games | Christopher J. Ferguson

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Anyone else see the irony in the fact that violence and video games prompts so much anger? This ‘debate’ (I hesitate to call it a debate because that implies civility, and we don’t really seem to have that here.) has been raging for years, and although it looked like it had settled down for a while, the recent proclamation by the APA has revved things up all over again.

There’s some background here.

Back in August the American Psychological Association (APA) released a new policy statement on video games in which they acknowledged video game violence can’t be linked to violent crimes, but asserted that such games provoke milder acts of aggression.

Source: The Post-Mortem on the APA’s Dead-On-Arrival Policy Statement On Video Games | Christopher J. Ferguson

A recently published new meta-analysis once again indicates that there is no discernible causal relationship between playing violent games and being violent. Results indicate little evidence to suggest that playing video games, including violent games, influences negative outcomes in children including aggression, prosocial behavior, depression, ADHD and academics.

There was also evidence that problematic practices in some research studies are inflating effect sizes. These including publication bias but also citation bias…researchers who cite only studies that support their personal views find results with higher effect sizes, suggesting that researcher expectancy effects are at play.

The study is in Perspectives on Psychological Science (with commentaries and reply from other scholars) and can be found at: http://pps.sagepub.com/content/10/5/646.full.pdf+html

Ferguson, C. J. (2015). Do Angry Birds Make for Angry Children? A Meta-Analysis of Video Game Influences on Children’s and Adolescents’ Aggression, Mental Health, Prosocial Behavior, and Academic Performance. Perspectives on Psychological Science, 10(5), 646-666. doi: 10.1177/1745691615592234.

Abstract:

The issue of whether video games—violent or nonviolent—“harm” children and adolescents continues to be hotly contested in the scientific community, among politicians, and in the general public. To date, researchers have focused on college student samples in most studies on video games, often with poorly standardized outcome measures. To answer questions about harm to minors, these studies are arguably not very illuminating. In the current analysis, I sought to address this gap by focusing on studies of video game influences on child and adolescent samples. The effects of overall video game use and exposure to violent video games specifically were considered, although this was not an analysis of pathological game use. Overall, results from 101 studies suggest that video game influences on increased aggression (r = .06), reduced prosocial behavior (r = .04), reduced academic performance (r = ?.01), depressive symptoms (r = .04), and attention deficit symptoms (r = .03) are minimal. Issues related to researchers’ degrees of freedom and citation bias also continue to be common problems for the field. Publication bias remains a problem for studies of aggression. Recommendations are given on how research may be improved and how the psychological community should address video games from a public health perspective.

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Worth Sharing: Global policy forum to forge future of online learning – University World News

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HACKR022University World News did an excellent interview with HETL Chief Liaison and HETL Vice President, Professor Mandla Makhanya, Vice-Chancellor of the University of South Africa (UNISA), one of the largest universities in the world:

People from across the world have been collaborating to develop policies and actions that will chart the future for higher education, says Professor Mandla Makhanya, vice-chancellor of the University of South Africa. A high-level policy forum at next month’s conference of the International Council for Open and Distance Education, or ICDE, will apply regional lenses to help forge the way ahead for online, open and flexible learning.

The collaboration is sparking something great and innovative in the higher education environment, Makhanya told University World News. Also: “Technology is bringing about a rethink of the missions of universities, and of business models.

“We have acknowledged that the developments, the interconnections we have across the globe that bring about collaborations, are at the core of assisting us to have a different view of higher education. We are working far more together, in a closer fashion, than we ever have previously.”

The high-level policy forum will be one of three major activities around the 26th ICDE World Conference being held at the mega-resort Sun City, north of Johannesburg, from 14-16 October. There is also the conference itself and the ICDE Presidents’ Summit, which will focus on issues of leadership and governance.

The conference will be hosted by the University of South Africa, or UNISA, under the theme “Growing capacities for sustainable distance e-learning provision”.

Source: Global policy forum to forge future of online learning – University World News

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Murky Waters: Learning and Instructional Design Theories and Models

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CMBIZ070In a previous post, I outlined the difference between Learning Theory, Instructional Theory, and Instructional Design Model. In that post, I said that some theories/models seem to fit into multiple categories. Let’s look at a few.

Please note: Unless otherwise stated, all images were created by K.Becker. You must get permission from the author to use them.

These are all featured in my upcoming book where I connect them to video game design. In my book, I highlight 20 learning theories, 15 instructional theories, and 12 instructional design models. I grouped each set according to some common attributes. The thick grey arrows below indicate which ones appear in more than one list. I’ll talk about those.

As I’ve said before, learning theories are theories to describe how people learn, whereas instructional theories focus on how we should teach. Instructional design theory came out of synergies among learning theory, psychology, and media and communication studies. Instructional design theories are distinguished from instructional design models in that the ID theories attempt to explain what to do, whereas the instructional design models provide guidance on how to build it.

The group of instructional theories that is most often conflated with instructional design models is what I call the didactic group and may be part of the reason for the general confusion. The didactic group includes theories that provide a framework for instruction. They tend to be prescriptive in that they outline what needs to be done, often in what order, but they are still not design models in that they don’t provide the process for actually creating the designs. A few examples of the ones that fall into this category are:

gagne_nine_events_origGagné’s Nine Events

Along with Bloom’s Taxonomy (Bloom, 1956) the work of Robert Mills Gagné ranks among the best known instructional theories in the field. It has the advantage of being straight-forward and easy to understand. His ‘nine events’ model  decomposes the elements that make up a sound lesson, and suggests an ideal ordering for them (Gagné, 1977).

 


reigeluth_2

Reigeluth’s Elaboration Theory

Reigeluth credits Ausubel, and Bruner with laying the groundwork for his elaboration theory, where instruction should be organized in increasing order of complexity, and be both gradual, and graduated (Reigeluth, 1980). Many of the concepts identified in this model, such as the importance of selection and sequencing, instruction that progresses from simple to complex, and review strategies remain as relevant to modern teaching and instruction as ever.


merrill's_first_principlesMerrill’s 1st Principles

Merrill’s 1st Principles represents the culmination of a long and productive career in instructional theory and design. This theory synthesizes the key elements of all the other theories and models he has developed over the years and boils them down to just five fundamental elements (Merrill, 2002).

In my book, I listed this one as both a theory AND a model. I could probably have listed the others in both categories too, based on how they tend to be presented in educational technology courses, but I didn’t want to be repetitive. When this theory is used as an ID model it serves as a checklist to ensure the fundamental elements are all addressed. The other didactic theories can be used that way too. They still don’t cover the five phases that are normally considered to be requirements of an ID model.


basic

Universal Design Model (UDM)

Most design models are variations in one way or another on what I call the ‘universal design model’ (UDM).  In contrast with instructional design (ID), most instructional theories only encompass parts two or three of the universal design model and sometimes only the second. That is, the instructional theories focus on the specification and design phases of the UDM, and instructional design models typically include all five phases.


That brings us to the learning and instructional theories. I highlight three in my book that have applications in both lists. As learning theories they are categorized as social and constructivist theories. When viewed as instructional theories I classify them as what I am calling bricolage. Bricolage is a term borrowed from architecture and art. It refers to something that is built using whatever is at hand and is used here as a category of approaches rather than as a specific design theory. The theories / models in this group are here because they are strongly influenced by what is at hand.

experiential learningSituated Learning

Jean Lave is generally credited with first describing this theory and it is a significant concept. According to Lave, learning is a function of activity, context, and culture – it is situated. Lave states that social interaction is a critical component of situated learning – participants build a “community of practice”. Newcomers or beginners start off at the periphery but eventually become encultured and can ultimately assume the role of expert through “legitimate peripheral participation .” Situated Learning (SL) is the first of two inquiry-based instructional approaches that are listed as both learning theories and instructional theories. When viewed as a learning theory SL offers a theory of the role of context and culture in learning. When viewed as an instructional theory it offers an approach to organizing instruction to facilitate learning opportunities (Lave, 1991).


Discovery Learning

0311-discovery_learningThere are now many different approaches to the basic idea behind discovery learning, which at its core is the idea that we learn by creating hypotheses about how things are and then experimenting. It is fundamental to most research in science, and is at the core of inquiry-based approaches to learning. Jerome Bruner is often credited with originating discovery learning (Bruner, 1961), but it was influenced by many, such as John Dewey (Dewey, 1916), Maria Montessori {Montessori, 1964), and even William James (James, 1915).

Discovery learning is sometimes mistaken to imply that learners should be allowed to follow their whims and learn through pure self-discovery, but that isn’t really what Bruner had intended (Mayer, 2004)

As a learning theory, it explains the learning that happens through experimentation, and as an instructional theory it lays out how we can facilitate such learning.


Activity Theory

0207-activity theoryActivity theory is not new and though its roots are elusive many have contributed to this line of thought, including Lev Vygotsky (Vygotsky, 1977), A.N. Leont’ev (Leont’ev, 1978), and A.R. Luria (Luriëiìa, 1976) in Russia. The main focus of this theory revolves around the interrelationship of the subject (the learner), the object (the goal which leads to the outcome), and the tools (both physical and conceptual) used to mediate between them. It suggests that the relationship between objects in the environment and people are mediated by culture and its rules, the community, and by labor and its roles and development.

As a learning theory, it explains how learning is affected by the interaction between the learner, the goal and the available tools, and as an instructional theory it lays out how we can organize environments to facilitate such learning.


There.

I hope I haven’t muddied the waters any further with these explanations. If you have anything to add, feel free to comment!


References:

Bloom, B. S. (1956). Taxonomy of educational objectives; the classification of educational goals (1st ed.). New York,: Longmans, Green.

Bruner, J. (1961). The act of discovery. Harvard Educational Review, 31(1), 21-32.

Dewey, J. (1916). Democracy and education; an introduction to the philosophy of education. New York,: Macmillan.

Gagné, R. M. (1977). The conditions of learning (3d ed.). New York: Holt, Rinehart and Winston.

James, W. (1915). Talks to teachers on psychology and to students on some of life’s ideals. New York: H. Holt.

Lave, J., & Wenger, E. (1991). Situated learning : legitimate peripheral participation. Cambridge [England] ; New York: Cambridge University Press.

Leont’ev, A. N. (1978). Activity, consciousness, and personality. Englewood Cliffs, N.J.: Prentice-Hall.

Luriëiìa, A. R. (1976). Cognitive development, its cultural and social foundations. Cambridge, Mass.: Harvard University Press.

Mayer, R. E. (2004). Should There Be a Three-Strikes Rule Against Pure Discovery Learning?: The Case for Guided Methods of Instruction. American Psychologist, 59(1), 14-19.

Merrill, M. D. (2002). First Principles of Instruction. Educational technology research and development : ETR & D, 50(3), 43-60.

Montessori, M. (1964). The Montessori method (UPenn Digital Library http://digital.library.upenn.edu/women/montessori/method/method.html ed.). New York,: Schocken Books.

Reigeluth, C. M., Merrill, M. D., Wilson, B. G., & Spiller, R. T. (1980). The elaboration theory of instruction: A model for sequencing and synthesizing instruction. Instructional Science, 9(3), 195 – 219.

Vygotsky, L. S., & Cole, M. (1977). Mind in society : the development of higher psychological processes. Cambridge Harvard University Press.

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Gamification 101[13]: First Week

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This is Part 13 in my continuing saga of this year’s gamified course.
Term has started.

snap01534The last day to change classes is tomorrow, so I’ll go through the discussion group, website, all the quest logs, etc. then to make sure only the registered students have access. I also need to link up their quest logs with their score cards and item inventories, as well as set up my master grade book. This part is way more time consuming than I’d like. I’m currently using gClassFolders and doctopus to set up the folders and files. Neither really give me the flexibility I want and so there is a certain amount of tweaking necessary.

I’d LOVE to have a plug-in I could use to do the set-up. This would make a HUGE difference.

So far this first week is going better than last year’s first week. I don’t know yet if it’s because I have a different bunch of students or if I’m doing a better job of introducing the course. Probably a bit of both.

I’ll try and compare the responses and scores from this year and last year as we go along.


gamificationIf you are interested in following my course journal, watch for the “Gamification 101” heading.

Also, for more information on gamification, check out my website here.

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