SUPPORTING CLASSROOM DISCUSSION WITH TECHNOLOGY: A CASE STUDY IN ENVIRONMENTAL SCIENCE Natalie Linnell, Richard Anderson, Jim Fridley, Tom Hinckley, and.

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Presentation transcript:

SUPPORTING CLASSROOM DISCUSSION WITH TECHNOLOGY: A CASE STUDY IN ENVIRONMENTAL SCIENCE Natalie Linnell, Richard Anderson, Jim Fridley, Tom Hinckley, and Valentin Razmov

Intro Environmental Science and Resource Management (ESRM) Series  Integrate training in key skills into curriculum:  Critical thinking, writing, and problem solving skills  Working with people of highly varied interests  Responsibility for one’s work  Interactive learning environment  Field trips  Guest lectures  2-3 instructors  Writing assignments  Encouraging verbal discussion  Active learning exercises

Classroom Presenter  Tablet PC-based classroom interaction system  Facilitates active learning Instructor Students Public Display

A Novel Deployment of Presenter  First UW deployment outside of computer science  Very different activities  Fewer “right or wrong” activities  Interested to see what instructor goals would emerge

Why Technology?  Facilitate distribution/collection  Anonymous  Integration with public display  Artifacts chosen based on content, not student’s identity  Student work on same level as instructor content  All students consider question before any answers are discussed

Deployments  ESRM 303 Autumn 2006, 23 students  First half of course, every day (10/20 classes)  Second half guest lecturers  ESRM 301 Winter 2007, 21 students  13/18 classes  Other days student presentations or guest lecturers  ESRM 302 Spring 2007, 46 students  6/19 lectures  Exclusively by one professor  Students worked in pairs  Focus on Autumn 2006 deployment

Activities Driven by Pedagogical Goals  Helps define a set of techniques for designing activities to satisfy a particular goal  Provides criteria for determining success of an activity  Use the technology to effectively support specific goals  Goals neither exhaustive nor mutually exclusive

Goal: Generating Artifacts for Class-Wide Discussion  Shy students can participate anonymously  Get used to having their work critiqued  Easier for students to disagree with student- generated content than instructor-generated

Goal: Application/Reinforcement  Ask students to think deeply about a concept  Encourage deep understanding before building on a concept  Focus on strengthening students’ understanding

Goal: Assessment  Focus on instructor understanding students’ level of understanding  Must be easy to tell quickly if answer is right or wrong

Goal: Collective Brainstorming  Gather a diverse set of ideas  Stimulate discussion

Student Evaluation: Autumn  “Did the system have an effect on your learning experience?”  Positive effect: 86%  “Did you feel more or less engaged when the system was used?”  More engaged: 86%  “I learned from my peers and heard what other ideas were out there besides mine or the professor’s”

Instructor Evaluation: Autumn  Instructors felt that creating activities made them more aware of their instructional goals  Instructors appreciated ability to assess students’ learning

Evaluation Across Deployments  Engagement: Student-reported effect  Learning: Student-reported effect AutumnWinterSpring Positive Effect86%88%67% Negative Effect5%0%9% AutumnWinterSpring Positive Effect86%81%73% Negative Effect5%0%5%

Lessons Learned  Technological problems place focus on technology, decrease student engagement  Works best when tightly integrated into class  If you can’t identify a specific goal for the activity, it probably isn’t necessary

Conclusions  Technology can be used to successfully support an experiential learning environment  Identification of instructor goals contributes to a more successful deployment  Technology problems have a large impact on student satisfaction

Acknowledgements  National Science Foundation  Microsoft Research  Hewlett Packard

Further Information  Classroom Presenter  Free Download:  ESRM Course Sequence 