The Rules of Engagement

online courseI was reading an article with suggestions on how to get more social media engagement on the same day that I was doing a Quality Matters (QM) review of an online course. The QM rubrics ask a reviewer to consider student engagement. Social media marketing and higher education may seem very different, but the engagement objective is certainly shared.

I decided to walk through the article's suggestions with an eye to online courses to see how much crossover I would find. 

The article says there are three rules of engagement for social media: Be Consistent. Ask Specific Questions. Include an Element of Fun.  I'd have to say I would like to see all three true in online courses. 

Having come from the K-12 world before higher ed, I learned quickly that consistency in my teaching was critical. That was true about lesson presentation, grading, discipline and all the rules that are on the syllabus and that come up throughout the year. Consistency builds a kind of trust in student expectations. It helps avoid situations where you might be accused of treating some students better or worse than others. My middle school classroom had a pretty much daily routine that became so natural that when I did depart from it my students immediately noticed it. That can sound a little boring and occasional "inconsistencies" and spontaneous teachable moments are certainly also needed.

As a reviewer of online courses, I try to put myself in the place of a new student in the course and I often find that instructions for assignments and even discussion questions are just not very clear. Ask Specific Questions is very important. Teachers know that a question in a classroom such as "Are there any questions?" or "Does everyone understand that?" are terrible ways to elicit responses and a terrible way to check on learning. 

Including an "Element of Fun" sounds great and yet I know that if I suggest that to many professors I will get a doctoral stare from them. Sadly, I have learned that there are too many teachers who think that real learning should NOT be fun. In fact, they seem to associate suffering with learning, as in the equally stupid mantra of "No pain, no gain." The best learning experiences are enjoyable ones. That's why gamification became a hot topic in education. It's not that everything in a course should be like playing a video game, but what makes games on and offline engaging should certainly be considered.

Create a Club-Like Experience. "Club" isn't the right word in education, but online you will often hear that you need to build an online "community." Social media sites are very good at this. They gain followers who check sites every day, post, like, and comment. Isn't that what you want in your online class community? 

I always tell the faculty that they need to personalize their courses and that they need to have a social presence there. Video is a great way to do this with things like a syllabus and course walkthrough video using screen capture and your voice. You should also let students see you. The experience shouldn't be like hearing a voice on the radio that you can't attach to any actual human. A short (less than 5 minutes) welcome video for the course is easy to record using anything from your phone to whatever your school provides. It can be shot in your office or from your couch. But what if it is a video of you at the park with your dog, or you in your lab on campus? Either is more interesting and would also present another side of you.

Beyond the rules, there are also many tips and suggestions to increase engagement. One suggestion is to encourage conversations with audience triggers. The "trigger" term might trigger things associations like pain points. These sparks(?) for conversation have nothing to do with the topic of your content or your primary value but use the personal likes/dislikes of your audience. Of course, you first need to know those likes/dislikes. Then, you can use hobbies and other interests, such as movies, pets or sports, as a pathway to content. (This might be your entry into "fun.")

Using visuals is hardly new in presenting in face-to-face situations but it is still lacking in many online courses that are very text-based.  (BTW, putting text on PowerPoint slides is NOT visual - even when you insert some gratuitous clip art.)

There are plenty of articles on increasing engagement online ( a few below) but I am suggesting that you also look to how engagement is encouraged online by advertisers, game makers and the stars of social media.



https://www.d2l.com/blog/7-tips-for-increasing-student-engagement-in-online-courses/

https://onlinelearningconsortium.org/news_item/ten-ways-overcome-barriers-student-engagement-online/

https://www.wbtsystems.com/learning-hub/blogs/9-ways-to-increase-online-student-engagement 

https://www.facultyfocus.com/articles/online-education/student-engagement-how-to-help-students-succeed-in-the-online-environment/

https://community.canvaslms.com/thread/16033-student-engagement-in-an-online-course

 

What Is on the Horizon in Higher Education

horizonThe annual EDUCAUSE Horizon Report for Higher Education is always interesting to read. The report for 2019 is online now. It is 44 pages, so it would be a full lunchtime read, but as a cheater's guide or preview I offer the two parts that I always look at first.  

One is the section on "Key Trends Accelerating Higher Education Technology Adoption."  If you look back at past reports you will see that some trends come back for several years. That is partly intentional as the report predicts ones that should be considered "Short-Term" meaning in the next one or two years, as well as ones for 3-5 years and long-term trends that are probably 5+ years away.

Of course, there are also trends and tech developments that are almost perennial. We always seem to be rethinking online learning, learning spaces and assessment. And some tech, such as blockchain and rethinking degrees, have been "on the horizon" for a chunk of years and still don't seem to be really making a big difference.

In the short-term, the report lists "Redesigning Learning Spaces" and "Blended Learning Designs."

For Mid-Term Adoption in the next 3-5 years, they list "Advancing Cultures of Innovation" and a "Growing Focus on Measuring Learning." I think the latter should be moved up as a perennial topic.

In the 5+ years category is the rather broad "Rethinking How Institutions Work" and the returning "Modularized and Disaggregated Degrees."

The other section I always jump to is called "Important Developments in Technology for Higher Education." Again, there are predicted "Time-to-Adoption Horizons" given for each. 

The report also considers the challenges in adopting any of these technologies or trends. For example, one that I have been challenged by since I started in higher education tech in 2000 is what they term "The Evolving Roles of Faculty with Ed Tech Strategies."

The report says about that (and I generally agree) that:

"At institutions of any type or size, involving faculty in the selection and implementation of educational technologies can be difficult. Whether an institution is implementing a new courseware platform for the purpose of personalizing learning or building a completely new program by applying a pedagogical approach such as competency-based learning, such efforts face a range of challenges. Identifying learning outcomes and engagement strategies before identifying educational technology solutions creates an advantage by establishing faculty buy-in at the earliest stages of a strategic initiative.

The role of full-time faculty and adjuncts alike includes being key stakeholders in the adoption and scaling of digital solutions; as such, faculty need to be included in the evaluation, planning, and implementation of any teaching and learning initiative. Institutions that address the needs of all faculty through flexible strategic planning and multimodal faculty support are better situated to overcome the barriers to adoption that can impede scale.

...in order for faculty to fully engage in educational technology, training and professional development should be provided to facilitate incorporation of technology... adjunct faculty also need to be considered in professional development...workshops that include both faculty and students could enable learning for both groups of stakeholders."

But I do always bristle when the business of education overrides pedagogy, such as the statement that "frameworks for tech implementation and prioritizing tech that offers high ROI should be a guiding principle for institutional tech adoption for faculty use."

Science Fiction, Technology and Maybe Education

2001 tablet
2001 tablet

If you watch the film, 2001: A Space Odyssey, by Stanley Kubrick, you will see some technology that seemed to predict technology of today, such as the iPad and other tablets. 

I was watching "Design is [Sci-Fi] – How Design in Sci-Fi and the Real World Influence Each Other," which is a talk given at Google by Christopher Noessel, a veteran in the UX world. He is the author of Make It So: Interaction Design Lessons from Science Fiction. 

About Face: The Essentials of Interaction Design is the update to Make It So that addresses the shift to smartphones and tablets, mobile apps and touch interfaces.

communicator
Star Trek Communicator replica (Wikimedia)

Designers sometimes use interfaces first described in in science fiction or shown in films and television shows. Film production designers working in the sci-fi genre are often free of the conventions of current technology. They can develop what are known as "blue-sky" designs. And then, fictional devices and interfaces might give designers inspiration for their real-world designs.

One example often used is the communicator used on Star Trek which seems to predict the early flip-phone mobile devices. On scifiinterfaces.com, you will find examples of how sci-fi and real-world interface design influence each other.

Films like Blade Runner tried to portray the future and give ideas in their predictions to designers in UX and technology. But does sci-fi have an influence on other fields? For example, what have educators learned from science-fiction? How has science-fiction portrayed education?

Generally, science-fiction writers and filmmakers have not really given schools of the future very much attention. Many schools and students portrayed are at the K-12 levels. Higher education is less likely to appear. Are they predicting an end to post-secondary learning in institutions? 

I remember watching the 1960s TV show and young Elroy Jetson having a robot teacher. On Star Trek: Deep Space Nine in the 1990s, there is a school for the space station's youngsters that is not very different from our current earthbound schools.

Certainly, online learning has made deep inroads into education at all levels, but especially in higher education. We don't have robot teachers yet, but AI, machine learning and predictive analytics have certainly started to make their way into education.

When I was teaching young adult novels, some students read Robert A Heinlein's Tunnel in the Sky. This 1955 novel presented things like high school students being teleported for their final exam in a survival class to a distant planet. My students found these schools better than their own classrooms.

I found that my students often wished they could go to these futuristic sci-fi and fantasy schools.

I'll admit that when I read the Harry Potter books, I sometimes wished to be in the Hogwarts School of Witchcraft and Wizardry or be a teacher there, or just have Harry, Hermoine and a few of their mates as students. 

One of the few higher education depictions I have read is Brakebills College for Magical Pedagogy found in the The Magicians books by Lev Grossman and the TV adaptations. 

Are there any things that most of these future schools have in common? You would be quick to note that students have much more choice. Their curriculum seems to be all directly related to what they want to do. Yes, some of Harry Potter's classmate may not like a course on magical plants, but they realize that it is an important part of the magical world.

Obviously, these future students have amazing technology to use. Paper notebooks and books and pens and pencils generally don't exist. Everything is digital. 

But there are also things that seem very much the same. Typically, there are still classrooms, labs, rows of desks and a teacher in the front of the room. I suppose even blue-sky writers and designers haven't come up with any good alternatives to those. 

Isaac Asimov made many predictions, including some about 2019, often they were based on current scientific research. Education was something he predicted “will become fun because it will bubble up from within and not be forced in from without.” He wrote a short story that I used to teach called "The Fun They Had." It is about future students that were completely educated at home via teching machines. When the system breaks down one day, they have to read a book and find out that kids once went to a school building and had classes with other kids their age. The children are in awe of the fun those kids must have had.

I wouldn’t use “fun” as my main adjective for education today, but through MOOCs, alternate degrees, customized programs and other DIY educational paths there is more education “bubbling up” than ever before.

Christopher Noessel is a veteran in the UX world: designing products, services, and strategy
for the health, financial, and consumer domains, among many others. In this talk,
he investigates how the depiction of technologies evolve over time, how fictional interfaces
influence those in the real world, and what lessons interface designers can learn
through this process, with many examples of good and awful designs.

 

An ID By Any Other Name (Is Still an ID)

I saw a job posting on higheredjobs.com for a "Remote Learning Architect" and I thought "Hmmm. I design learning, and I work remotely. Am I a Remote Learning Architect?"

I have written about the role of instructional designers      Maybe I am a Learning Experience (LX) Designer. Maybe I am a User Experience (UX) Designer. I know that I design learning experiences for users using instructional design theories and practices. 

I have held those titles in past years and currently I'm working as a Virtual (that's remote, right?) Instructional Designer (ID). It certainly is a job that varies from place to place. In a small college or company, you are likely to be doing some of the work of an instructional technologist, media creator, graphic designer, pedagogical coach and some pretty boring copy/paste of content from faculty and subject matter experts (SME).

That job posting is from iDesign, an educational service company, so it is corporate with a classroom flavor. So, what is a learning architect?  Like George on Seinfeld, I always wanted to be an architect, so this looks like my opportunity. Maybe.

architect

This post will outlive the job posting, so here is an abridged version of the job description. 

Adjunct/Part-Time
iDesign is currently seeking qualified learning architects and instructional technologists to join our course development team. iDesign is offering a comprehensive suite of services to help academic and business partners increase their online presence.
Learning Architects work with Subject Matter Experts (SMEs) and key stakeholders to support and guide the design, development and production of innovative online courses. The Learning Architect collaborates with SMEs to adapt content for online instruction, suggests relevant learning technologies, and develops course materials that support the stated learning objectives. The Learning Architect works closely with a number of team members including Learning Architects, Instructional Technologists, Quality Reviewers, Multimedia Editors and Graphic Designers to ensure the design and development of online learning support the vision of the partner and subject matter experts. Learning Architects works with the Senior Learning Architect/Project Manager to keep them informed of issues that impact course design and development and delivery of the project.