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iPads in Higher Education 2014 1 st International conference a case study on using the iPad to encourage collaborative learning in an undergraduate web development class Aekaterini Mavri, Fernando Loizides, Nicos Souleles 1

A case study on using the iPad to encourage collaborative learning in an undergraduate web development class

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Abstract Since its release in 2010 the iPad has become the leading computer tablet in the market. Due to its popularity, the iPad is widely used in different higher education (HE) institutions around the world. However, the research on the use of this tablet in HE remains limited. This paper describes how the iPad was used in an undergraduate web development class to encourage collaboration through participatory exercises. Firstly, the students were provided with the tablet in order to contribute to the class exercise, and then the iPad display was streamed real-time to a projector. The device was passed from student to student, thus bypassing the need for them to individually walk up to the lecturer's computer. This instructional approach also eliminated the use of laptops or workstations, and encouraged collaborative and active learning. Data was gathered through surveys and interviews with participating students, and a mixed methods approach was appliedto the analysis. This paper reports on the user experience and the perceived learning outcomes, as well as the advantages and disadvantages of using this instructional approach for the specific lesson.

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iPads in Higher Education 2014 1st International conference

a case study on using the iPad to encourage collaborative learning in an undergraduate web development class

Aekaterini Mavri, Fernando Loizides, Nicos Souleles

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motivation

programming|web development✤abstract concepts✤difficult to apply + produce compound code

structures✤ lack of assistance✤design students, WYSIWYG tools + code✤consecutive lecture + practical (tutorial) session

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related research points to

active learning✤ can effectively facilitate knowledge assimilation ✤ students are ‘actively engaged in the learning

process’✤ deep learning approach

collaborative learningcan increase student motivation + engagement mobile learning sophisticated mobile devices can garner a lot of

excitement

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the iPad

iPad related initiatives due to: portability multi-modality cost savings sustainability

Apple mac technology - prevalent in Design courses

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looking at

✤ student experience in using the iPad as part of an active learning process in learning web design + development

✤ the perceived impact of this method on the students’ learning outcomes

✤ the device enabled or hindered the learning process

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study design: module

web design + development II elective module period: 13 weeks

o 3 four-week unitso duration: 3 hours

code development of client + server side technologies:html, css, javascript, xml, php, mysql

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study design: participants

10 studentso final yearo 6 females, 4 maleso completed prerequisite module: web design +

development I

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study design: teaching methodology

student-centered | active learning approach

intervals of short lecture units + problem solving exercises

basic syntax + simple examples coding entities were gradually constructed by

students

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study design: phase 1

① informal communication setting ② no impact on marks③ problem and required solution were fully understood ④ identified steps needed + translated into

programming lingo

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study design: phase 2

✤single input exercises✤groups-of-two exercises

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single input exercises

✤ voluntary implementation ✤ exercise preloaded on editor software ✤ RDP (Doceri™), installed on iPad + instructor’s

workstation✤ user-input projected in real time on whiteboard✤ assistance from group was encouraged✤ device was passed-on

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groups-of-two exercises

✤ compulsory✤ teams of two students✤ exercises preloaded on IDE (JS Bin)✤ independent completion✤ time-constraint✤ solution of first-group-to-finish displayed on

whiteboard

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survey 2 focus group sessions lessons 1 + 4

observation

research & analysis

quantitative | qualitative

qualitative

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pre-study survey: results

✤ average to excellent previous experience✤ easy to learn + use✤ mostly undecided about whether it :

o can help in the general learning processo can help when learning programming

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key findings

✤active learning✤problem-solving ✤collaborative learning + equality✤single input vs groups-of-two exercises✤device affordances

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1|active learning

✤ practice-based learning✤ better comprehension + assimilation✤ ...through scaffolding

o exchange of data + initiatives amongst groupo build from previous knowledge

✤ able to create more compound coding structures✤ minimal instruction prior to practice

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2|problem-solving

✤ mistakes deemed important✤ trial and error✤ arrived to a better understanding of programming

concepts + methods✤ more effective than a solution-ready approach✤ reflection of experience vs reflection of instruction

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3|collaboration + equality

✤ movers + stopperso persistent + successive contributions from the

entire groupo exposed a realistic picture of the problem-solving

process✤ synchronized level of knowledge acquirement✤ sense of equality

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4|single input vs groups-of-two

✤ enthusiastic to help but unwilling to do it - risk of exposing:

o ignoranceo inabilityo shortcomings

✤pressing time constraints✤peer pressure✤ intrinsic pressure✤can lead to confusion

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4|single input vs groups-of-two

✤ favored by female participantso collaboration was found crucial for comprehension

and performance in coding taskso peer tutoring

✤ male participants: o heterogeneity in personal coding styles

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5|iPad affordances

1. obscured screen ‘real estate’

✤when keyboard is activated (keyboard-screen asymmetry)

✤ simultaneous overview + code segments focus✤ additional physical effort (pinching + spreading,

swiping)

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5|iPad affordances

2. inability of native keyboard to cater for coding needs

✤absence of certain characters + symbols required✤ increased cognitive load✤small size of keys (read-tap asymmetry)

< > {} = + ( ) “”

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5|iPad affordances3. point-to-click inaccuracy

✤efficient coding hindered by difficulties in:ocut|copy-pasteo select

✤ resorted to re-typing entire code statement “too hard to point to the exact spot”✤built-in lens feature was found to be confusing

oambiguity in actual fingertip versus virtual position

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5|iPad affordances

4. lack of code-editing affordances

✤no isolated code + preview panel actionso select, magnification, scrolling occurred in both

✤scroll bars appeared too thin to handle✤ lack of code auto completion

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general outcomes

✤ substitute one-way lecturing with active participation, collaborative problem solving

✤ enhanced perceived learning outcomes✤ theory should not be entirely precluded in favor

of practice✤ technology|mobile supported learning✤ responsibility lies with the educator:

o quantity of content, quality of content, order, treatment

✤ perceived learning experience was hindered by device-specific interface limitations

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iPad-specific outcomes

✤ problematic typing on touchscreen ✤ inability to point and select with precision ✤ accidental error-prone activation✤ keyboard-to-screen asymmetry✤ read-to-tap asymmetry✤ lack of control and feedback in the gestural

interface

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what next?

sample of participants scope of experiment device-related limitations

o processing powero screen resolutiono external keyboard + mouse

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Thank you

questions?