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Smartphones, Brain Science, Presented by Allison Haughton Martin Bossier Parish Community College Engaging and Retaining Students through an OER Design and Gamification

Smartphones, Brain Science, and Gamification · “Explaining User Acceptance of Information Systems” (Praveena, K. & Sam Thomas, 2013) ... PowerPoint Presentation Author: AACC

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Page 1: Smartphones, Brain Science, and Gamification · “Explaining User Acceptance of Information Systems” (Praveena, K. & Sam Thomas, 2013) ... PowerPoint Presentation Author: AACC

Smartphones, Brain Science,

Presented byAllison Haughton Martin

Bossier Parish Community College

Engaging and Retaining

Students

through an OER Design

and Gamification

Page 2: Smartphones, Brain Science, and Gamification · “Explaining User Acceptance of Information Systems” (Praveena, K. & Sam Thomas, 2013) ... PowerPoint Presentation Author: AACC

What you’ll learn…

Page 3: Smartphones, Brain Science, and Gamification · “Explaining User Acceptance of Information Systems” (Praveena, K. & Sam Thomas, 2013) ... PowerPoint Presentation Author: AACC

Post-Graduate (ABD)Computer-Mediated CommunicationPunctuated Language Equilibrium(University of Leicester, England)GraduateHypertext Theory & Game/Play Applications to Literature(Louisiana State University-Shreveport)

Higher Ed InstructionProfessor of English & HumanitiesF2F/Online Design/Instruction (14 years)

AdministrationDirector, Institutional Effectiveness InitiativesOER Online Mobile Design: Open Campus™ Applications (6 years)

Page 4: Smartphones, Brain Science, and Gamification · “Explaining User Acceptance of Information Systems” (Praveena, K. & Sam Thomas, 2013) ... PowerPoint Presentation Author: AACC

The Open Campus™ DesignNationally Recognized, Best-Practice Model

-AAUA Khaladjan International Award-NCIA Exemplary Initiatives-Wharton School’s Reimagine Education Shortlist-UPCEA Strategic Innovation in Online Education-University Business Models of Excellence-NCSD Terry O’Banion Exemplary Practice-4-time Bellwether Top-ten Finalist

$1.8M DoE “First in the World” Grant

Page 5: Smartphones, Brain Science, and Gamification · “Explaining User Acceptance of Information Systems” (Praveena, K. & Sam Thomas, 2013) ... PowerPoint Presentation Author: AACC

What DoGame Designers

KnowThatWe

Don’t?

Page 6: Smartphones, Brain Science, and Gamification · “Explaining User Acceptance of Information Systems” (Praveena, K. & Sam Thomas, 2013) ... PowerPoint Presentation Author: AACC

Deep Structure of Gamification/Game DesignBuilding Player Persistence

*Chunking Content (Brief Levels)*Repetition (Spacing)*Retrieval Practice (Challenges)*Frictionless Navigation

Players instinctively understand

Failure is essential in learning to WIN

Co

pyr

igh

t: N

inte

nd

Su

pe

r M

ario

Bro

s.®

Page 7: Smartphones, Brain Science, and Gamification · “Explaining User Acceptance of Information Systems” (Praveena, K. & Sam Thomas, 2013) ... PowerPoint Presentation Author: AACC

ON

LIN

E R

ETA

IL &

SO

CIA

L M

EDIA

Adult brains can process +/-7 items (chunks)of information at one time. (Miller, 1956)

Page 8: Smartphones, Brain Science, and Gamification · “Explaining User Acceptance of Information Systems” (Praveena, K. & Sam Thomas, 2013) ... PowerPoint Presentation Author: AACC

Fixed Mindset Growth MindsetProfound life

lessons often

come to us

in the form of failure…

WHAT STUDENTS DON’T KNOW THEY DON’T KNOW

Page 9: Smartphones, Brain Science, and Gamification · “Explaining User Acceptance of Information Systems” (Praveena, K. & Sam Thomas, 2013) ... PowerPoint Presentation Author: AACC

Based upon Mayer (2003) and Mayer & Moreno (2007)

Teaching Students Cognitive Load

Why Cramming Doesn’t Work

Working memory

Finite Capacity

(RAM)

Encoding/

RetrievalLong-term

memory

Infinite Capacity

(ROM)

Sensory memory

Attention/

Selection

Transient

+/- 7

Page 10: Smartphones, Brain Science, and Gamification · “Explaining User Acceptance of Information Systems” (Praveena, K. & Sam Thomas, 2013) ... PowerPoint Presentation Author: AACC

Roediger III, H. L. and Andrew C. Butler (2011)

Studying: flashcards, reading,highlighting, taking notes

Testing: forces you to remember information on the spot

Retrieval “…creates coherent and integrated mental representations of complex concepts, the kind of deep learning necessary to

solve new problems and draw new inferences” (Karpicke 2016).

Page 11: Smartphones, Brain Science, and Gamification · “Explaining User Acceptance of Information Systems” (Praveena, K. & Sam Thomas, 2013) ... PowerPoint Presentation Author: AACC

Spacing/InterleavingSpending time learning one “chunk”…pausing to learn a second “chunk” before

having mastered the first, then returning to the first, then moving to a third.

See also: “Cognitive Load during Problem Solving: Effects on Learning” John Sweller (1988)

Memory Retention %

Ass

ess

/Le

arn Ass

ess

/Re

vie

w

Cognitive Load-balancing• Switching brain cells “on” (during

learning) and “off” again (during

breaks)

• Unconscious has time to internalize

the knowledge

• Repetition results in long-term

memories

• Opposite? Blocked practice:

mastering one thing before moving

to the next

Ass

ess

/Rev

iew

Ass

ess

/Rev

iew

Ass

ess

/Rev

iew

Page 12: Smartphones, Brain Science, and Gamification · “Explaining User Acceptance of Information Systems” (Praveena, K. & Sam Thomas, 2013) ... PowerPoint Presentation Author: AACC

Failure in Test-taking

+ Brief Assessments

+ Repeated Attempts

+ Time Intervals

Highly Effective Learning

“Students who make unsuccessful attempts to answer test questions before receiving correct answers remember material better than if they studied the information.”

Richland, et al. (2009)

Page 13: Smartphones, Brain Science, and Gamification · “Explaining User Acceptance of Information Systems” (Praveena, K. & Sam Thomas, 2013) ... PowerPoint Presentation Author: AACC

•CHunking Contentto encourage…

•Repetition•Practice Retrieval (RP)•Spacing/Interleaving

The Brain Science…Key Cognitive Principles Applied to Learning

See: Scholarship of Teaching & Learning

Page 14: Smartphones, Brain Science, and Gamification · “Explaining User Acceptance of Information Systems” (Praveena, K. & Sam Thomas, 2013) ... PowerPoint Presentation Author: AACC

*CHUNKING CONTENTCompartmentalized experiences

*REPETITIONMultiple views/attempts

*PRACTICE RETRIEVALQuizzes: brief wins/losses

*SPACING/INTERLEAVINGModules w/ Outcomes

The

con

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.S.

Dep

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Fed

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Go

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Page 15: Smartphones, Brain Science, and Gamification · “Explaining User Acceptance of Information Systems” (Praveena, K. & Sam Thomas, 2013) ... PowerPoint Presentation Author: AACC

“Explaining User Acceptance of Information Systems” (Praveena, K. & Sam Thomas, 2013)The

con

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• The “medium” is not the “message”

• Course design: simplistic, intuitive, predictable

• Every module, every course tracks identically

“FLOW” and “FRICTIONLESS” NAVIGATION

USER ACCEPTANCE/INFORMATION SYSTEMS CONTINUANCE THEORY Perceived Usefulness and Ease of Use

Were McLuhan and Ong Wrong?

Page 16: Smartphones, Brain Science, and Gamification · “Explaining User Acceptance of Information Systems” (Praveena, K. & Sam Thomas, 2013) ... PowerPoint Presentation Author: AACC

www.mnsu.edu/its/academic/isalt_social_presence_theory.pdf

More about Social Presence Theory:

SOCIAL PRESENCE THEORY: MULTIPLE, NON-VERBAL CUES

The degree to which a person is perceived as a ‘real person’ in mediated

communication… Gunawardena, 1995

The

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Establishing Closeness and Connection• Face = TrustBPCC instructors, not 3rd party participants• Authenticity/Imperfections

Page 17: Smartphones, Brain Science, and Gamification · “Explaining User Acceptance of Information Systems” (Praveena, K. & Sam Thomas, 2013) ... PowerPoint Presentation Author: AACC

For gaming, see “The Effects of Avatar-based Customization on Player Identification”Selen Turkay and Charles Kinzer (2014)

Initial trust was found to be enhanced for websites employing photographs and video clips… Khalid Aldiri, et al. (2008)

Page 18: Smartphones, Brain Science, and Gamification · “Explaining User Acceptance of Information Systems” (Praveena, K. & Sam Thomas, 2013) ... PowerPoint Presentation Author: AACC

elearningindustry.com/the-adult-learning-theory-andragogy-of-malcolm-knowles

ADULT LEARNING THEORY: ENCOURAGING SELF-EFFICACYO

pen

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Perceived best use of time• 24/7 access: front-loaded learning

outcomesPractical, how-to demonstrations• Unlimited views: lectures/sequential

stepsImmediate feedback/just-in-time support• Immediate quiz responses

Based upon factors adult learners prefer…

Page 19: Smartphones, Brain Science, and Gamification · “Explaining User Acceptance of Information Systems” (Praveena, K. & Sam Thomas, 2013) ... PowerPoint Presentation Author: AACC

The contents of BPCC Open Campus™ Mobile were developed under grant #P116F150084 from the U.S. Department of Education. However, contents do not necessarily represent the policy of the U.S. Department of

Education, and you should not assume endorsement by the Federal Government.

Open Campus™ Mobile-Responsive LMS Hybrid DesignDesktop: bpccopencampus.com – App: “bpcc open campus”

-Resizes for device: desktop, tablet, smartphone-Alternative Social Media sign-up-Simplified sign-up-Challenge opt-in-Slide bar navigation-Optional Pre-course assessment-Progress bar, completion icons, for self-evaluation-Nudges for Inactivity

Page 20: Smartphones, Brain Science, and Gamification · “Explaining User Acceptance of Information Systems” (Praveena, K. & Sam Thomas, 2013) ... PowerPoint Presentation Author: AACC

Open Campus™ Mobile-Responsive LMS Hybrid DesignDesktop: bpccopencampus.com – App: “bpcc open campus”

The contents of BPCC Open Campus™ Mobile were developed under grant #P116F150084 from the U.S. Department of Education. However, contents do not necessarily represent the policy of the U.S. Department of

Education, and you should not assume endorsement by the Federal Government.

- Recommended Learning: Starred (pre-course assessment results)-Self-assess progress: Checks: successfully completed-Videos: <5 min.-10-item quizzes (pooled/randomized) -Flexibility for instructor adoption/expansion (show your work)-Challenges:“Swords Up”Cavalier meme

Page 21: Smartphones, Brain Science, and Gamification · “Explaining User Acceptance of Information Systems” (Praveena, K. & Sam Thomas, 2013) ... PowerPoint Presentation Author: AACC

Open Campus™ Mobile-Responsive LMS HybridBadging & My Cavalier

Badges-Badges reflect successful quiz completion: 70% or better-Images are pieces of the Cavalier: cap, feather, cape, sword, boots, etc. (badges slightly more defined than here).-Colors correspond with course signature color.-Badge self-evaluation (grayed areas for what’s left to complete)-Upon course completion, course badge appears.

My Cavalier-Progress of badging reflects progress of individual badge icons.-Students successfully pass quizzes to get badges for each article of clothing/armor (cap, feather, boots, sword, etc.) to become a full Cavalier.-Cavalier self-evaluation: Grayed areas are wardrobe/badges yet to be earned.-Colors correspond to course signature color-Subtle encouragement to identify/connect with BPCC

The contents of BPCC Open Campus™ Mobile were developed under grant #P116F150084 from the U.S. Department of Education. However, contents do not necessarily represent the policy of the U.S. Department of Education, and you should not assume endorsement by the Federal Government.

Page 22: Smartphones, Brain Science, and Gamification · “Explaining User Acceptance of Information Systems” (Praveena, K. & Sam Thomas, 2013) ... PowerPoint Presentation Author: AACC

DEV ED PASSING RATESSPRING 2017 COHORT

*Giani Consulting LLC, Independent Evaluator’s Report2nd Annual FITW Grant Performance Report to the U.S. Dept. of Education (2017)

Results:Treatment students

5.9% more likelyto have passed…

English 0996.2% increase

Math 0984.3% increase

Math 0998.9% increase

Page 23: Smartphones, Brain Science, and Gamification · “Explaining User Acceptance of Information Systems” (Praveena, K. & Sam Thomas, 2013) ... PowerPoint Presentation Author: AACC

*Giani Consulting LLC, Independent Evaluator’s Report3rd Annual FITW Grant Performance Report to the U.S. Dept. of Education (2018)

Results:Treatment students

5.4% more likelyto have passed…

English 099No Change

Math 0982.7% increase

Math 09912.4% increase

DEV ED PASSING RATESFALL 2017 COHORT

Page 24: Smartphones, Brain Science, and Gamification · “Explaining User Acceptance of Information Systems” (Praveena, K. & Sam Thomas, 2013) ... PowerPoint Presentation Author: AACC

NEXT-SEMESTER PERSISTENCEBOTH COHORTS

*Giani Consulting LLC, Independent Evaluator’s Report3rd Annual FITW Grant Performance Report to the U.S. Dept. of Education (2018)

Longer Term Outcomes:

Students who received mobile apps 3.3% more

likely to persist to next semester

(significant difference for Engl)

Page 25: Smartphones, Brain Science, and Gamification · “Explaining User Acceptance of Information Systems” (Praveena, K. & Sam Thomas, 2013) ... PowerPoint Presentation Author: AACC

IMPACT ON NEXT-SEMESTER GPABOTH COHORTS

*Giani Consulting LLC, Independent Evaluator’s Report3rd Annual FITW Grant Performance Report to the U.S. Dept. of Education (2018)

Longer Term Outcomes:

Mobile AppsAccess Positively

Impacted Students’ Likelihood of

Success in Subsequent

Courses

Page 26: Smartphones, Brain Science, and Gamification · “Explaining User Acceptance of Information Systems” (Praveena, K. & Sam Thomas, 2013) ... PowerPoint Presentation Author: AACC

F11 F12 F13 F14 F15 F16 F17 F18

Math 099 56% 47% 48% 41% 40% 41% 42% 47%

Math 102 44% 53% 52% 59% 60% 61% 58% 53%

30%

35%

40%

45%

50%

55%

60%

65%

8-Year, Diachronic Data: Math 102 vs.099 Enrollment

Broad Scale Campus Adoption in Place

Placement/Enrollment Rates

10% increase

Students’Cost Savings$250,000+

Credit Hours Saved1,500+

Page 27: Smartphones, Brain Science, and Gamification · “Explaining User Acceptance of Information Systems” (Praveena, K. & Sam Thomas, 2013) ... PowerPoint Presentation Author: AACC

F11 F12 F13 F14 F15 F16 F17 F18

Passing 66% 67% 66% 73% 74% 72% 75% 71%

60%

62%

64%

66%

68%

70%

72%

74%

76%

Passing Linear (Passing)

Embedded Instructional Content directly into Math 102 coursework

8-Year, Diachronic Data: Math 102 Pass Rates

Pass Rates7% increase

Students’Cost Savings$250,000+

Credit Hours Saved1,500+

Page 28: Smartphones, Brain Science, and Gamification · “Explaining User Acceptance of Information Systems” (Praveena, K. & Sam Thomas, 2013) ... PowerPoint Presentation Author: AACC

Embedded Instructional Content directly into Math 099 coursework

8-Year, Diachronic Data: Math 099 Pass Rates

Pass Rates5% increase

Students’Cost Savings$200,000+

Credit Hours Saved1,200+

F11 F12 F13 F14 F15 F16 F17 F18

Passing 63% 65% 64% 62% 69% 69% 71% 75%

60%

62%

64%

66%

68%

70%

72%

74%

76%

Passing Linear (Passing)

Page 29: Smartphones, Brain Science, and Gamification · “Explaining User Acceptance of Information Systems” (Praveena, K. & Sam Thomas, 2013) ... PowerPoint Presentation Author: AACC

F11 F12 F13 F14 F15 F16 F17 F18

Passing 61% 65% 66% 62% 77% 70% 70% 71%

61%

65%

66%

62%

77%

70% 70%

71%

60%

62%

64%

66%

68%

70%

72%

74%

76%

78%

8-Year, Diachronic Data: Math 098 Pass Rates

Embedded Instructional Content directly into Math 098 coursework

Pass Rates6% increase

Students’Cost Savings$100,000+

Credit Hours Saved600+

Page 30: Smartphones, Brain Science, and Gamification · “Explaining User Acceptance of Information Systems” (Praveena, K. & Sam Thomas, 2013) ... PowerPoint Presentation Author: AACC

SCALING OPEN CAMPUS™ ACROSS LA (2012-2019)

Page 31: Smartphones, Brain Science, and Gamification · “Explaining User Acceptance of Information Systems” (Praveena, K. & Sam Thomas, 2013) ... PowerPoint Presentation Author: AACC

ACROSS LOUISIANA100+ INSTITUTIONS 200,000+ CONTACTS

Career Compass® High Schools

LCTCS Colleges

Universities

Public, Business, & Community

Middle/High Schools

Page 32: Smartphones, Brain Science, and Gamification · “Explaining User Acceptance of Information Systems” (Praveena, K. & Sam Thomas, 2013) ... PowerPoint Presentation Author: AACC

U.S. SCALE & INSTITUTIONALIZED USE

Non-academic

Academic

• Washington State Prison System

• LA Juvenile Justice System

• LA Board of Regents: LOFSA

• Individual Use in 50 States

Page 33: Smartphones, Brain Science, and Gamification · “Explaining User Acceptance of Information Systems” (Praveena, K. & Sam Thomas, 2013) ... PowerPoint Presentation Author: AACC

4.2 Million Viewing Minutes * 209 Countries/Territories

Statistically, every minute, every hour, every day, someone, somewherearound the world is watching a BPCC-branded,

Open Campus™ video lecture.

Page 34: Smartphones, Brain Science, and Gamification · “Explaining User Acceptance of Information Systems” (Praveena, K. & Sam Thomas, 2013) ... PowerPoint Presentation Author: AACC

Placement Testing

College Enrollment

Course Completion

Program Completion

Mobile App Analytics+ Integrated Data Platform= 1st Contact to Completion

Scaling Up Tracking

Page 35: Smartphones, Brain Science, and Gamification · “Explaining User Acceptance of Information Systems” (Praveena, K. & Sam Thomas, 2013) ... PowerPoint Presentation Author: AACC

Saved 4 Semesters

from Math 097 to Pre-Calfrom English 098 to English 101

Page 36: Smartphones, Brain Science, and Gamification · “Explaining User Acceptance of Information Systems” (Praveena, K. & Sam Thomas, 2013) ... PowerPoint Presentation Author: AACC
Page 37: Smartphones, Brain Science, and Gamification · “Explaining User Acceptance of Information Systems” (Praveena, K. & Sam Thomas, 2013) ... PowerPoint Presentation Author: AACC

Allison Haughton Martin [email protected]

@allimart BPCC Open Campus

youtube.com/user/bpccopencampus

THANKS FOR BEING HERE!

Desktop: bpccopencampus.comMobile App Search: “bpcc open campus”