Learning networks-2012 griffiths-richards-harrison

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The role of feedback in the design of learning activities or…how do we know that a good learning activity is 'good' Dai Griffiths – CETIS / Institute for Educational Cybernetics, The University of Bolton Griff Richards, Michelle Harrison – Thompson Rivers University

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Presentation at Networked Learning 2012

Transcript of Learning networks-2012 griffiths-richards-harrison

Page 1: Learning networks-2012 griffiths-richards-harrison

The role of feedback in the design of learning activities

or…how do we know that a good learning activity is 'good'

Dai Griffiths – CETIS / Institute for Educational Cybernetics, The University of Bolton

Griff Richards, Michelle Harrison – Thompson Rivers University

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IntroductionThe Insiders Producing courses Research into instructional design practice

The Visitor Technology Enhanced Learning researcher Learning Design

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ContextTRU Open Learning Over 400 courses – print/web, now moving to

online (a shift in practice) Revision/New course development - large

teams, work with external SMEs Online paced cohort – design for open

contexts (new focus on OERs)

Instructional design team initiatives In a constantly changing environment how do

you more systematically improve, evaluate, share and reflect on practice?

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InitiativesSo far… Workshops Attempt at activity tagging – development of a

catalogue?

Pilot survey for student feedback (online questionnaire)

To do… Focus groups (Faculty/other stakeholders) Embed tools directly in courses (at the activity level) Survey questionnaire Analytics (some constraints) Development of activity catalogue (higher level) for

sharing

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Idea: design patterns + analytics can provide feedback and improve practice

But it was not possible to inspect the courses and identify the patterns

So what feedback could help the design task?

We did interviews to establish Factors which determine success in learning

activities The feedback which designers would like

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The interviews were very interesting!

We drew out the themes with a Qualitative Data Analysis tool

Obtained a list of factors determining success of learning activities

These are candidates for gathering feedback

We also foundApproaches taken by designers in seeking

effective activitiesConstraints on designers in doing this

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Students Lecturers Designers Delivery team

Acessibility issues Appropriate group formation

Activity instructions

Promptness/delay in the system

Cultural fit with students

Evident presence of lecturer online

Amount of text and balance of media

Reliability of technical systems

Perceived activity usefulness

Lecturer 'buy in' to the activity

Degree of complexity

Scheduling of courses

Student learning process preferences

Level of formative feedback

Facilitator workload

Technical barriers Preparation for the activity

Activity structures familiar to students

Time pressure Quality of facilitiation

Fit of pedagogy / context / student

Uneven participation levels

Relationship to learning objectives

Rubrics for marking

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How can institutions deal with 24 combinatorial states?

We can attenuate the variety, through well established methods which position students as being identical:

CurriculaCohortsAssessments

We can amplify our response, for exampleThrough peer learningThrough team work

Or we can shut it out and hope it goes away.Through institutional double speak about the importance of

the learning experienceBy isolating strategic planning, design and deliveryThis simplifies the institutions strategy (at least in the short

term!)

See Oleg Liber's application of Stafford Beer to education

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What are the implications of the interviews for the designers task?Designers use professional and personal knowledge,

skills and intuition to produce good solutions to impossible problems

These major themes (and more) need to be balancedInstitutional policyThe learners, their capabilities, preferences, and

available timeThe type and level of the knowledgeThe preferences and capabilities of the subject matter

expertsFit with learning outcomesThe intricacies of copyrightThe nature of the online environment v. face to face

equivalent

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How could we amplify the designers response?

Designers currently wrestle with the combinatorial states

IndividuallyIntuitively, based on their experience of learning

and of the contextUnaware of the wider implicationsThe complexity and strategic importance of what

they do is not recognised

Make explicit the rules of thumb for The problems faced How we deal with that particular problem around

here Start the design problem further along

See Pawson & Tilley's Realistic Evaluation for approach to rules

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Off-load some of the effort to a document

See Hollan & Hutchins distributed cognition

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“In this instructional design group this is how we resolve that problem...”

a) There is a moral imperative for equality of opportunity

b) Many of our learners are Unused to group work Unused to online collaboration Get stressed when they are being assessed

c)So it is our rule of thumb to enable learners to practice taking on roles in complex activities by providing a non-assessed activity, before using a complex activity in assessment

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But of course, this is contested... Alternatively:a) There is a moral and economicimperative to serve the

learner

b) Our learners are focused on obtaining a qualification They look for the assessment weighting of the activities They act strategically and avoid any learning activity which does not contribute to their grades

c)So it is our rule of thumb that all learning activities (especially complex activities which take a lot of time) will lead to assessment

The role of feedback and analytics is to enable us to choose between rival interpretations

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More feedback, or a dictat, is just another thing to deal with

The rules of thumb should always beAn answer to a problem identified by the

people who have to apply themProvisional hypothesesSocially constructedContested

Feedback on learning activities should be focused on confirming or falsifying the hypotheses

Feedback on activities then becomes a research based capacity raising exercise

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In summary, a methodology for feedback on learning activities...

Does not simply confirm successful deliveryHypothesises what works where when and whyExamines hypotheses in an iterative process of action

research which informs practiceIs consultative and negotiatedExplicitly links feedback, analytics & design

Results in documents that Take (a little) pressure off Instructional Designers by

providing design principles Provide a basis for explaining the design task and

decisions to students and colleagues

So another title for you: “How a learning designer learned to stop worrying and love learning analytics”

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Thanks for your attention, and please feel free to contact us

Dai Griffiths: [email protected] Michelle Harrison: [email protected]

Dai Griffiths thanks Thomson Rivers Open Learning for their support provided in his visiting scholarship in 2011. Without it this research would not have taken place.