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Quizzes for the Multimodal Course
From trivia games to final exams, quizzing tools have a variety of uses for learning as well as assessment. Exams and quizzes have a particularly plentiful range of possibilities in a multimodal or hybrid course, where they can be administered synchronously or asynchronously. Research suggests that the presentation of a tool influences student behavior in response to the tool. In comparing two student discussion boards, one an ungraded discussion and one a graded replacement for a final exam, Cheng et al. (2013) found that students displayed more knowledge on the graded board, but more evidence of learning on the ungraded board. The students who participated in the study were more likely to grapple with new ideas when the stakes were low, but more eager to showcase topics they were confident about when their responses would have a greater impact on their grades. When considering quizzing tools, then, we recommend allowing your course goals to guide your usage.
Game-Based Learning Experiences
Game-based learning (GBL) is a learning experience, or set of learning experiences, delivered through gameplay or game-like activities with defined learning outcomes. GBL is often confused with gamification, which is the application of game elements to a non-gaming experience. GBL engages students cognitively, emotionally, behaviorally, and socioculturally (Plass et al., 2015). Many factors should be considered when designing GBL, including narrative, player positioning, and interactive design (Dickey, 2005).
Backward Design
Backward design is, as the name suggests, a process for designing curricula, courses, and lectures by working backwards from big-picture learning goals. The concept, introduced by Grant Wiggins and Jay McTighe (2005), suggests that instructors create assessments, activities, and course content that are explicitly aligned with the broader learning goals of the unit. This is different from the traditional content-driven approach to learning design, which focuses on course content first and only secondarily tries to align that content with learning goals.
Artificial Intelligence and Online Learning
Higher education institutions are racing to keep pace with the disruption caused by artificial intelligence (AI) tools. A 2023 QuickPoll survey by Educause found that 83% of higher education stakeholders believe generative AI will "profoundly change" the sector over the next three to five years. Additionally, 65% agreed that "the use of generative AI in higher ed has more benefits than drawbacks" (McCormack, 2023, Table 1). While institutions are exploring AI's potential in areas such as admissions, enrollment, administrative duties, scheduling, and institutional data research, this piece focuses on the overarching risks and rewards AI presents in teaching and learning.
Easy and Essential Online Course Elements
Transferring your course online opens a world of possibilities. In fact, you might be tempted to spend hours trying to locate and learn new educational technologies, or to rebuild your entire course in the learning management system (LMS). But while effective use of technology can certainly enhance learning experiences, it can also introduce obstacles for both faculty and students.
Choosing Tech
“How do I choose the right technology?” is a common question in education generally, and in online program management in particular, where it is usually asked in the context of developing an online course or other virtual learning experience. After all, the Subject Matter Expert and Instructional Designer are hoping to create an experience for students that is both meaningful and valuable. Knowing how to orchestrate content and pedagogy is already hard enough, but add in the fact that there are thousands of technology options, and the task can feel even more daunting.