Promising Practices in Developmental Education: The TX DEPCO Monograph

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Funded by the Higher Education Coordinating Board and under the management of The Education Institute at Texas State University, the Texas Developmental Education Professional Community Online (TX DEPCO) is proud to release to the public Promising Practices in Developmental Education.

This scholarly monograph is a selection from the TX DEPCO featured practitioners, who expanded their promising practices in terms of content and scholarly rigor for peer review. The printed version of Promising Practices debuted at CASP 2017 in Galveston this past October, but the archived version is available for free from the TEI website or here for immediate download: Promising Practices_TX DEPCO Monograph_2017.

Thank you again for all of the authors and readers involved in the TX DEPCO’s publishing cycle.

 

 

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Breaking Out of the e-Learning Courseware Box: Integrating Social Media

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Steven S. Vrooman, Ph.D.

Dr. Steven S. Vrooman is a Professor of Communication Studies, Chair of the Department of English and Communication Studies, and Director of General Education at Texas Lutheran University. Following his B.A. in English at Loyola Marymount University, he earned his M.A. and Ph.D. in Communication from Arizona State University. He spoke at TEDxSanAntonio on how our brains work like Twitter. He is the author of The Zombie Guide to Public Speaking and writes The MoreBrainz Blog, which offers help for public speaking and pedagogy. He can be reached via email at svrooman@tlu.edu.

We are sure e-learning works, although we often act as if all online practices are the same as we continue to investigate online vs. face-to-face modes and find them equivalent. The finding remains the same over the course of ten years (Schaik, Barker, & Beckstrand, 2003); Mativo, , & Godfrey, 2013), yet each online course seems to have different designs.  Additionally, although we also believe that social media is good for learning, Facebook, to take one platform, sometimes works (Kivunja, 2015) and sometimes does not (Moran, Seaman, & Tinti-Kane, 2011), and my reading of the studies seems to indicate that it depends on what we use it for and how.

In reviewing the growing literature on e-learning and social media and the various course practices that bridge them, it is clear, as with PowerPoint an educational generation ago, that when we drill down to exact practices, some things work (see, I’m sure, the past fifteen years of each of our teaching, right?) and some don’t (Adams, 2006). Specific analysis of specific practices is the only way forward. To paraphrase McLuhan, it’s not the medium, it’s the pedagogy.

To that end, I have used the following social media practices in class:

  1. Blogs: Students post data analysis, drafts, final projects and peer review them, publically.
  2. Public Blog Comments: Alumni/outside experts invited to critique student work.
  3. Discussion via Facebook Event: Including alumni/experts.
  4. Students Publicized Work: They did work on Instagram and shared it & blog work via Twitter, Facebook and LinkedIn.

Qualitative assessment of the outcomes of these results suggested the following positive outcomes:

  1. Better Work: Public work is better work, especially when outside voices tell them to improve it and students are promoting it.
  1. Engagement: Social media, used in certain ways, can increase engagement more than courseware, which can feel like a waste-of-time, count-my-comments-for-the-grade echo chamber.
  1. Portfolio: Students can retain their entire work to show progression or just the final versions to demonstrate their expertise.
  1. E-Learning Bonuses: Most gamified elearning practices work better on social media than in courseware. For example, debates have more at stake and engage the public. Creative projects get a larger audience and thus bigger reaction.
  1. Skillset Development: For my communication studies majors, social media skills are key. For other majors, they are more important than you might think.
  1. Alumni Engagement: Many LOVED the opportunity to reconnect with professors and students in this way and share their new skills and perspectives. Mentoring happened in many cases. And it set the stage for increased inclusion of those alumni in face-to-face events with students.

It also revealed the following challenges:

  1. Age:
    1. Nontraditional students: They had troubles: unwilling/critical of social media, self-doubt due to lack of familiarity, higher privacy concerns.
    2. Traditional students: They had troubles: difficulty adjusting to violation of “fun” space, difficulty with academic self-promotion.
  1. Sign-Ups:
    1. Technical Difficulties: Fewer than with courseware & easy to Google answers to, but signing up for accounts is surprisingly very hard for them.
    2. Secondary Accounts: Younger students often do not want classwork in their personal accounts, but second email addresses are often required for multiple accounts. Managing multiple accounts is easy for some platforms (Twitter) but hard in others (Instagram, Facebook, LinkedIn).
  1. Oversight: Hashtags are not enough to find their work. You need them to @ you or you won’t see everything.
  1. Content ABOUT Social Media is Needed: Things like how-tos, technical difficulties, privacy, etiquette, bullying/flaming, etc. probably need class time/resources to go over (however, offloading classtime experiences into social media helps offset this).

References

Adams, C. (2006). PowerPoint, habits of mind, and classroom culture. Journal of Curriculum Studies, 38, 389-411.

Kivunja, C. (2015). Innovative methodologies for 21st century learning, teaching and assessment: A convenience sampling investigation into the use of social media technologies in higher education. International Journal of Higher Education, 4 (2), 1-26.

Mativo, J. M., Hill, R. B., & Godfrey, P. W. (2013). Effects of human factors in engineering and design for teaching mathematics: A comparison study of online and face-to-face at a technical college. Journal of STEM Education: Innovations & Research, 14, 36-44.

Moran, M., Seaman, J., & Tinti-Kane, H. (2011). Teaching, learning and sharing: How today’s higher education faculty use social media. Babson Survey Research Group. ERIC: ED535130.

Van Schaik, P., Barker, P., & Beckstrand, S. (2003). A comparison of on-campus and online course delivery methods in Southern Nevada. Innovations in Education & Teaching International, 40, 5-15.

 

Motivate Learning Through Online Games

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Holly Lutze, Ph.D.

Dr. Holly Lutze is an Assistant Professor in Business and Economics at Texas Lutheran University with 12 years of experience teaching Operations Management. She holds a B.S. in Industrial Engineering and Engineering Management from Oklahoma State University. Her M.S. in Engineering-Economic Systems and Operations Research and Ph.D. in Management Science and Engineering are from Stanford University.

Professors often have students demonstrate classroom learning through simulation games. Textbook publishers underscore the need for high quality, meaningful, and practical experiences to exercise new knowledge (Barko & Sadler, 2003). These simulation games are wonderful but are often applied only after the instruction takes place (Squire, 2003).

Simple, free, online games can effectively introduce ideas and provide playful examples for use later in a semester. My students may play with Legos, throw paper wads, or dig through my garbage. However, their interest is piqued when I ask them to bring laptops or tablets to class.

Video games can be used to stimulate learning in the classroom. Some instructors resist this practice due to time constraints or because they believe the strategy conflicts with their traditional teaching methods (Kirriemui & McFarlane, 2014; Squire, 2003) The challenge of engaging students with different interests, backgrounds, learning styles, and aptitudes is one we all face (Barko & Sadler, 2003; Kelly, 2005; Bowman, 1982).

While my classes may teeter on the edge of chaos at first, pulling a classroom into productive discussion fits well with my pedagogical strategy.  I want to form an environment where all students feel comfortable interacting with classmates and with me (Kelly, 2005). My instruction frames what students observe in a game and expands upon it (Squire, 2003). Sometimes concepts relate immediately, and sometimes I refer to the games later in the semester, as examples.

One game I use effectively in Operations Management is Patient Shuffle, available through GE Healthcare Partners. Used to introduce the differences between production organizations and service organizations, the premise of the game is to run a hospital. Patients follow different sequences of treatments, spend varying amounts of time in each room, and leave by either foot or helicopter. Student performance is measured by the number of patients treated and the general mood of the patients.

Students audibly express frustrations throughout the game, but these frustrations are exactly what I am looking for. To elicit student engagement, I follow up five rounds with the following four questions.

(1) What made this game difficult? Comments lead to discussions of measuring productivity, customization in a process focus, and resource limitations.

(2) What would have made the game easier? Comments lead to discussions of capacity planning, scheduling, and strategies for process-oriented layout.

(3) What did you do to improve over time? I point out that they already demonstrate problem solving skills that can help them be successful operations managers.

(4) Who did the best, and what was the secret to his/her success? We talk about benchmarking and, time permitting, allow students to try to improve performance at the end of the fifty-minute class.

Finding free online games that relate to my teaching goals can be tricky. If a game elicits relevant answers to the above four questions, I know I have found a good one. Bottling the magic of Pac-Man in a productive and educational learning environment (Bowman, 1982) is not impossible. 

References

Barko, T., & Sadler, T. (2013). Practicality in virtuality: Finding student meaning in video game education. Journal of Science Education & Technology, 22(2), 124-132.

Kelly, H. (2005). Games, cookies, and the future of education. Issues in Science & Technology, 21(4), 33-40.

Bowman, R. F. (1982). A pac-man theory of motivation: tactical implications for classroom instruction. Educational Technology, 22, 14-17.

Squire, K. (2003). Video games in education. International Journal of Intelligent Games & Simulation,  2, 49-62.