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Making Learning Fun: How Interactive Activities can Increase Learner Satisfaction and Engagement
Steve Steven J. McGahan & Dr. Christina M. Jackson, APR Innovation in Pedagogy and Technology Symposium May 10, 2016 – Lincoln, NE
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Disclaimer We are not affiliated with any of the companies featured in this presentation in any way. This is not a sales demonstration. Our only association with these companies is as a customer and a user. Steven McGahan No Disclosures No Conflicts of Interest Christina Jackson Steve
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Quick poll How many here use simulations or interactive activities to engage learners? What are you using? Chris & Steve
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What are simulation activities?
Imitation of real-life events, scenarios, situations, etc. Types of simulations Virtual Constructive Live Allows students to interact with the content/other participants Provides a generally consequence free system to increase skills or knowledge Chris & Steve Virtual: May be no interaction Starting variables set; little change ongoing Chemistry: titrations Set variables; machine runs it all Virtual chess game; computers as players Human component mostly removed Constructive: User constantly changes inputs; variables Driving simulator Virtual chess game: playing against computer Computer games: constantly changing variables to beat the game Live Multiple people;
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Why develop interactive simulation activities?
Hands-on learning experiences Easily synthesize content Create deeper meaning Safe/consequence-proof environment
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Ties to learning theory
Learning outcomes improved Deeper learning Developing critical thinking skills Meaningful learning Tie in Millennial learning. They’re digital natives. They may know how to use many of these technologies, but lack the knowledge/maturity/critical thinking skills to apply them to education. Help them make the connection and learn more effectively. Don’t assume. It’s not just us saying it. It’s the learning theory experts. Gagne’s Nine Levels of Learning
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SETTING YOUR LEARNING OBJECTIVES
Start with meaningful learning objectives Learning objects should be tangible and assessable Technology is a just another delivery mechanism Still about the learners and their learning Chris’ Slide: In other words, just because you can use technology or some other tool, doesn’t mean you should just for the sake of learning. What you can by using the delivery mechanism should clearly tie back to the learning objectives. Keep it simple.
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CHOOSING THE CONCEPT Must be able to carry the concept through to the end i.e. a game may be a great idea, but do you have the concept Start small and plan out how you can achieve your plan. You may not be able to accomplish your ideas over one semester. It may take several semesters to get to where you want to be. Concept vs. execution Chunking: small pieces, combine together once it all works
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STORYBOARDING Plan out what you want your learners to do
What do your want your students to do (X) When do you want them to do X How will you get them to do X Gamification = fun = learning Game Theory Difficult, but not too difficult Every game is a role playing game It is up to the player to make that decision Lusory attitude Steve
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DEVELOPING Scenarios and case studies are the simplest form
Engagement with realistic situations creates learning opportunities The most important part is meaningful outcomes Good visual content is helpful, but the story lines make simulation activities much more engaging Steve
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IMPLEMENTING Feedback Assessment Rewards Review and revision
Is critical to the process of simulation activities Without feedback the activity is neither fun nor educational Assessment Is not a critical component of a well designed simulation activity Rewards Should be used to facilitate continued participation in the activity Review and revision
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Feedback is essential! Feedback is a necessary part of the process regardless of the type of simulation or method of delivery The focus should be on both formative and summative feedback models Feedback can be a function of assessment or as it’s own system May be tangible, intangible, or fungible Steve
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5 levels of simulation building
Monetary costs Time investment Talent Level 1 – Free Level 2 – Low-cost Level 3 – Mid-cost Level 4 – High-cost Level 5 – Custom Steve & Chris
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Level 1: Free Simple creation of scenarios and simulations using free software No monetary outlay, but Usually a larger outlay of time Selected Options Google Docs Quizlets Google Cardboard Simulation in Facebook Interactive scenario development Case studies
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Level 2: Low-cost Simple creation of simulations using inexpensive software Minor to small monetary outlay Usually a smaller outlay of time Selected Options Word Google Cardboard Apps LMS Systems Powerpoint Branching Linked materials
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Level 3: medium Cost More features Medial outlay of time
Selected Options Camtasia Captivate VoiceThread OTS Simulations me/launchgame.php
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Level 4: high Cost Licensing/professional tools
Larger outlay of time and some training Larger outlay of money Virtual reality app development Off-the-shelf software DIY hardware/software App development Virtual reality Augmented reality Chris Hardware/software Time Money Training Lots to get it to run properly program
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Level 5: custom OTS/DIY hardware and software
Usually large capital expense Large training curve
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Simulation resource considerations
Capital expenditures Resource allocation Time investment Talent needed
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Contact Information Christina M. Jackson, Ed.D., APR Simulation & Clinical Skills Specialist UNMC Steven McGahan, M.S.Ed. Assistant Director/ Instructional Designer UNK eCampus
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