Student perceptions of personalized check-in messaging in an asynchronous online course

Session Description

The rapid rise of online learning creates an imperative for teaching strategies that support student success. Research consistently shows that students’ self-regulatory skills are suboptimal (DiFrancesca, 2016). Online students in particular often lack skills to effectively self-regulate their academic behavior such as time management (Broadbent, 2015).

Fortunately, students’ self-regulating behaviors may change through intervention (Cazan 2013). Interventions address intention-action gaps, such as when learners set goals without achieving them (Yeomans & Reich, 2017) or when they procrastinate (van Eerde, 2018). One strategy for addressing intention-action gaps is the use of nudges (Thaler, 2009), which help individuals make decisions in their own best interest without coercion (Hargreaves, 2011). Nudges, such as reminders, feedback, and warnings have been shown to promote behavior change (Weinmann, 2016) and improve student outcomes (Damgaard, 2018).

This presentation will share findings from a survey of 455 undergraduate students in an asynchronous online course. The survey gauged student perceptions of personalized, informational nudges delivered in the form of “progress check-ins.” Check-ins were sent by instructors via email throughout the semester and provided students with current course progress and suggestions for actions to improve their grades.

Implications will be discussed and a discussion period will encourage attendees to share their relevant experiences.

Presenter(s)

Ariana Eichelberger
University of Hawaii at Manoa

 


Faye Furutomo
University of Hawaii at Manoa

Faye Furutomo is a program and project manager specializing in web and online learning projects at the University of Hawaiʻi at Mānoa, College of Education, and leads the college’s Distance Course Design & Consulting group. She is a Ph.D. candidate in Learning Design & Technology at the University of Hawaiʻi at Mānoa, and has earned an M.B.A. and B.F.A. from the University of Hawaiʻi at Manoa and a B.A. from Wheaton College in Wheaton, Illinois. Her research interests include technology innovation in higher education, online learning and organizational culture.


Daniel Hoffman
University of Hawaii, Honolulu

Dan Hoffman is an Assistant Professor of Learning Design & Technology at the University of Hawaii at Mānoa. He is a passionate educator and researcher in the field of digital learning. He is a former K-12 teacher researching interactive experiences and their impact on learning. He is currently the coordinator for AECT's International Division's Professional Development Committee, as well as an Associate Editor for the IAFOR Journal of Education's special issues on Technology in Education.


Paul McKimmy
University of Hawaii, Honolulu

 

Reaching Through the Screen: Engaging Students in Online Environments through the use of Humour

Session Description

First a brief summary of the existing literature that deals with humour theory, authentic digital learning and humour in education, leading us to a present-day consideration of how those concepts align with using humour as a pedagogical tool in digital learning.

A facilitated discussion with participants addressing the following:

  • How do they think about humour in education generally?
  • How has moving to online teaching reshaped the ways in which they use humour?
  • Does humour fit into our participants' perception of their own professional identity?

Have they successfully or unsuccessfully used humour in online learning platforms and if so how?

Going forward, how can we create a resource for using humour in education which reaches a wide and appreciative audience of educators?

Attempting to model the practices and ideas, the tone will be informal and light-hearted. We also want to emphasise to participants that this is not about “doing online stand-up comedy” and telling jokes or reducing education to “edutainment”. Rather, diverse uses of humour such as “call-back” and memes can increase student engagement and also help connect those involved in the educational process as humans mediating communications through technology.

The objective is that participants will leave the session with an understanding of the importance of online presence and authenticity in an online learning environment and how various uses of humour can be a key component of that.

 

 

Presenter(s)

Mark Curcher
Tampere University of Applied Sciences

Reader of Books, Drinker of Coffee, Pedagogical Provocateur, Educational Emigre. Educator. Critical Applied Research of Digitalization in Education (CARDE). Humour Affordances in Digital Learning Environments (HAnDLE).


Chris Smith
Tampere University of Applied Sciences

Chris Smith has worked in education in Finland for almost 20 years and currently specialises in media theory, scriptwriting & storytelling and anything to do with humour and comedy.

In Extremis: There’s (probably) an App for That

Session Description

New, often extreme, behaviors are appearing among students and colleagues during COVID-19. Usually technology-enhanced, the activities demonstrate at once a rage for novel escape from restraints imposed by the pandemic and twenty-first-century citizens’ ability to find technologies that can and will satisfy a need to act and interact. Cellphone self-evaluations, language apps such as Duolingo, YouTube how-to videos, Garmin and Fitbit tools, and Peloton interactive devices constitute some now-common gear used at home and outdoors, often to the extreme.

Research proves that more people are exercising during the pandemic, but they are doing so in personal, technology-enhanced ways, compensating for Coronavirus quashing of normal pursuits. Illness or injury, the overtraining syndrome, are risks. Running several marathons in a pandemic year, playing tennis 4 hours daily, swimming miles in cold pools or the ocean, building new houses or making drones—remote learners do it all.

This presentation comprises an invitation to discuss participants' own experiences with pandemic-provoked practices among colleagues and students enveloped by technology.

 

 

Presenter(s)

Katherine Watson
Santiago Canyon College
Orange, California, USA

This is in fact an autobio! I am the child of radio actors who became educators. Learning as much about as much as there is, is my deep desire. I have been teaching for more than half a century, at first in vegetable-picking fields and rude classrooms, then in brick-and-mortar, and finally online. My doctorates are in theoretical and applied linguistics; my subject matters range from anthropology and zoology through English, humanities, journalism, ESL, and French. My publications include literary and scientific translations French-English and English-French, as well as research in language learning and acquisition. I enjoy swimming in the open sea and sailing atop it; I love to write and to read, to dream and to imagine. I have participated in every single TCC!

 

Not Just a Statistic: Measuring students’ sense of belonging in higher education via online spaces

Session Description

Building a sense of belonging online is an arduous process for college students. The COVID-19 pandemic further exacerbated this process, limiting how people connect with one another with social distancing and restrictions with social gatherings. Inspired by the events of the pandemic and seeing an opportunity to explore social and group online connections, the objective of our session is to discuss ways in which online social spaces can enhance students’ sense of belonging. Through the effective use of social online spaces universities are able to promote discussion, dialogue, participation, motivation and socialization among higher education students. We will discuss the current literature on the impact of both formal and informal online social spaces upon students’ sense of belonging and community building, how this ultimately contributes to student persistence, and provide best practices for universities seeking to leverage informal online spaces in this capacity.

 

Presenter(s)

Sarah Espinosa
University of Hawai'i at Mānoa

Sarah Espinosa is a U.S. Navy Veteran and performed professionally as a hornist in the United States Navy for 11 years throughout North America, Europe and Africa. She has a Bachelor of Music degree in horn performance and an MA in Music and Worship Studies from Liberty University, an MEd in Learning Design and Technology from University of Hawaiʻi at Mānoa, and a Certificate of Graduate Studies in TESOL: Adult Education from Regent University. She is currently a doctoral student in Learning Design and Technology at the University of Hawai'i at Mānoa. Her research interests include virtual worlds, usability, accessibility, and immersive audio.


Patrick Agullana
University of Hawai'i at Mānoa

Patrick Agullana is currently a second year PhD student for the Department of Learning Design and Technology at the University of Hawai‘i (UH) at Mānoa. He currently works for Outreach College at UH Mānoa as an assistant coordinator and has recently been designing and developing new online, hybrid and in-person courses for the International Programs of Outreach. A few of his research interests include communities of practice, self-efficacy, self-regulated learning, informal learning spaces and mobile assisted language learning. Outside of his PhD coursework, Patrick enjoys watching Marvel movies and TV shows with his family.


Rebecca Carino-Augustin
University of Hawai'i at Mānoa

Rebecca Carino-Agustin currently serves as a College Success Advisor and First Year Experience Coordinator at the University of Hawai‘i-West O’ahu with over six years of experience in higher education dedicated towards supporting and serving students in different capacities. She received her BA - English (University of Hawai'i-West O'ahu), and MA in Communication (University of Hawai'i at Mānoa). She is a current doctoral student in Learning Design and Technology (LTEC) at the University of Hawai'i at Mānoa. Her research interests lie in intercultural communication, computer-mediated communication, informal and social learning, video games, and sense of belonging.


Shauna Sibonga
University of Hawai'i at Mānoa

Shauna Sibonga is a graduate of the Learning Design & Technology (LTEC) MEd program at UH Mānoa and is a current doctoral student in the program. Her research interests include how participation in online communities affects the persistence and graduation rates of first-generation college and low-income students. She serves as an Academic Advisor for TRIO Student Support Services on the UH Mānoa campus and previously served as a Transfer Specialist, working with incoming Kauaʻi Community College and non-UH students. Prior to her role as an advisor, Shauna worked for the Learning Assistance Center training and coordinating undergraduate tutors, and as an educational technologist for the College of Tropical Agriculture and Human Resources. She has worked in higher education for all of her professional career.

‘Ohana, Tech, and the Realities of International Virtual Instructional Design: A Project-Based Introduction for Emerging Professionals

Session Description

How does a person gain instructional design experience? With a seemingly rampant increase in the need for instructional designers across all industries and fields, perhaps largely influenced by the pandemic, those interested in venturing into the field can face challenges with how to enter it. In this session, we share a project-based initiative designed to introduce emerging professionals with instructional design experience. Scholarship on professional development illustrates the value of developmental opportunities for increased retention, confidence, community development, and succession planning. But, what does this look like for individuals interested in exploring new fields and potentially new careers? Literature illustrates the value of investing in professional development for employees or potential employees through workshops, internships, or community-networking events, and more. At this session, we provide lessons learned from a virtual development initiative based on virtual facilitation, community of practice, and project-based learning. We also share several unexpected elements produced as a result of the initiative that might be considered for future endeavors.

 

Presenter(s)

Natalie Perez
University of Hawaii

Natalie Perez is a graduate student at the University of Hawaii in the Learning Design and Technology program. She has experience working in a variety of careers within Higher Education including tutoring consultant, online learning and support specialist, and distance education coordinator. Back in 2019, Natalie transitioned careers and joined a large corporation. She currently works as a Senior Instructional Designer and Global Program Manager. When she's not researching or designing, Natalie is outside, exploring the islands with her husband and toddler.


Sergio Brenes Pereira

Sergio Brenes is a nature lover and likes to spend time with family, friends and his pets surrounded by trees and fresh air. He is a student studying the Portuguese language and Graphic Design. Sergio also works as an Instructional Designer for a large Organization. Sergio’s background begins in the customer service field, in which he grew through diverse training and leadership roles. In his current role, Sergio ended up joining the backstage team that creates the magic for trainers and the learners.


Charlene van der Spuy

Charlene van der Spuy is a technology whizz and is constantly on the hunt for new gadgets to try out. She is currently upskilling herself to find better ways to improve both her own and others learning experiences in the elearning world. Charlene is also currently busy learning how to speak French. Her career background is vast ranging from administration to customer service, and through a number of various internships she was able to delve into the world of Instructional Design. When Charlene is not busy stretching her brain, she can be found down at the beach with her dog.

Leveraging the Library Intranet as a Professional Communication Tool During Covid-19

Session Description

During the Covid-19 pandemic, the library intranet is being leveraged to serve librarians over a four-state system as a multi-functional dashboard. This presentation will discuss how the intranet, built on the LibGuides platform, provides access to reference tools used in library technical services processes such as in-house guides for cataloging eBooks and weeding of older print titles. The presentation will also discuss how the intranet is used to facilitate communication with both peers and student employees through connection to meeting software, and to monitor the progress that student employees make on assigned remote projects. The presentation will also discuss how the intranet connects librarians with various collection development tools to aid in library collection building. Finally, the presentation will discuss how the intranet serves as a professional development tool for librarians across the four-state system by providing access to selected collections of eBooks, full-text journals and professional webinar recordings.

 

Presenter(s)

Joseph Dudley
Bryant & Stratton College

Joseph Dudley provides both virtual and in-person reference and library technical services for Bryant & Stratton campuses in Ohio, Western New York, and Wisconsin.

Social Media and the Power of Empathizing in the learning environment

Session Description

It is no secret how hyper-mediatized our societies are. Nowadays, information simply flows in a constant river of data, making it easy to dehumanize it, to disconnect it from the human being behind it. Experiences and memories have just become numbers and, with luck, an ephemeral reflection of happiness, a “like”. Even though we are more exposed to other humans than what we have ever been, we are less capable to understand others and to put ourselves in their perspectives. This phenomenon is caused not by the massification of information, but rather by our own incapacity to process that information. Fortunately, it can be reversed by being conscious about how we consume and expose ourselves to data.

In late 2020 and early 2021, a collaboration between the Universidad Católica Andrés Bello (UCAB) in Caracas (Venezuela) and the University at Albany (SUNY) in Albany (U.S.A) took place. The students from Caracas had the opportunity to work closely with their peers in Albany to compare their cultures, having by one of the results, a comparison of popular culture through the then arising TikTok. In the process, we learned how faces are hidden behind the content we unconsciously consume, and how social media can be used not only to massify information, but to give spotlight to our human experience. Topics such as activism in movements like Black Lives Matter and the perception of freedom were specially aborded, putting into contrast the different perspectives between human groups.

 

Presenter(s)

Daniel Strocchia
Universidad Católica Andrés Bello (UCAB, Venezuela)

From Caracas, Venezuela. Trilingual: Spanish, English, and French. I feel passionate about many things, that is why I could not stay with studying only one career and decided to study 2 in parallel: Mass Communication and Law, both at the same university: Universidad Católica Andrés Bello in Caracas. Successfully participated at IVEC 2021 as a presenter, and also two COIL experiences: first between Albany (USA) and Caracas (Vzla), and then between Durban (SA) and Caracas (Vzla).
Intern at the State University of New York's Emerging Technologies project (EmTech).
I love learning, reason why I always try to keep a humble attitude towards life and others.

“We’ve Got Trouble in CyberCity:” A Quantitative Analysis of Online Faculty Stressors and Implications for the post-COVID-19 Classroom

Session Description

This quantitative descriptive survey study conducted in 2021, during the continuation of the COVID pandemic, is a follow-up to the authors’ 2020 interviews with online adjunct faculty to identify their specific greatest sources of stress. Areas of stress were rated by faculty as extremely, moderately, somewhat, or not at all stressful. Results will be reported for administrative variables (e.g., being able to obtain desired teaching load, class size, external deadlines for grading, live class session requirements, lack of administrative support with student-related concerns, administrators’ perceptions of online faculty as disposable and replaceable) and student-related variables (e.g., student-related readiness to learn online, students’ technology skills, quality of student completion of course deliverables, communication with instructor). Special focus will be placed on recommendations for improvement of these stressful working conditions for online faculty in a post-COVID-19 world.

 

Presenter(s)

Mary Dereshiwsky
Northern Arizona University

Mary I. Dereshiwsky is a Professor of Educational Leadership and Research at Northern Arizona University in Flagstaff, Arizona. She holds a Ph.D. from the University of Massachusetts at Amherst, with 24 doctoral credit hours in applied quantitative methods. Mary has developed and teaches online courses in introduction to educational research, research design, qualitative research. In addition, she serves on doctoral dissertation committees as chair, co-chair or member. Mary enjoys mentoring doctoral students in the presentation and publication process. Her own publication and presentation interests include designing effective online learning spaces, mentoring and evaluating online faculty, and effective student engagement practices in online instruction.

The Gamified Online Classroom

Session Description

This session delves into lessons learned from designing and implementing a gamified online course based on quest-based learning (QBL) design. QBL is a choice-driven instructional approach that integrates game elements in a gamified learning environment (Snelson, 2021). Benefits of the QBL approach include supporting learner interest through activity choice, the potential for strengthening motivation and engagement, and increased flexibility and differentiation of the learning pathway. Challenges for designing and implementing gamified QBL online courses include the added workload teachers may face when designing activity choices, the technological limitations of traditional online learning management systems, how to integrate game elements in a meaningful way, and unpredictable student responses to gamified approaches.

Participants in this session will gain (1) insights from an online educator's experience designing and teaching a gamified online course (2) practical strategies for design, development, and implementation of gamified online courses.

Presenter(s)

Chareen Snelson
Boise State University

Dr. Snelson is an Associate Professor in the Department of Educational Technology at Boise State University. She has designed and taught online graduate-level courses for nearly two decades and currently serves as program coordinator for an online master’s degree program and two online graduate certificate programs. Her scholarly activity centers on scoping reviews, online education, and qualitative research methods.

Better than reality? Capitalizing on the capabilities of 360° Immersive Reality (IR) to meet student learning needs

Session Description

Does online learning using 360° Immersive Reality (IR) actually improve learning outcomes for students as compared to current on-site learning modalities? You decide! The goal of this EdTech Tools demo is to showcase the strategic teaching and learning capabilities of 360° IR technology in an online career and technical higher education classroom. Presenters invite the audience to evaluate a specific use case illustrating how 360° IR was used to create a virtual space for adult learners designed to meet specific teaching and learning goals.

During the presentation, presenters introduce the audience to specific features of 360° IR by illustrating their use to create a process technology instructional ‘playground’. Focus will be on how learning experiences were designed to meet the specific instructional goals of differentiating instruction for students with a wide variety of backgrounds and experiences, managing cognitive load, and teaching students to ‘think like an expert’ while they familiarized themselves with a novel technical environment.

The technological capabilities allowed for the design and development of a learning environment able to support unlimited student interaction, easily incorporate scaffolded support, automatically level instruction to meet the unique needs of each student, provide immediate feedback, and provide expert modeling while saving students in a rural environment the time and expense of onsite learning.

 

 

Presenter(s)

Kim Frost
University of Alaska Fairbanks

Kim Frost has been focused on student success in higher education for 15 years at the University of Alaska Anchorage, Kenai Peninsula College. After becoming enthralled with the potential benefits of play to enhance student motivation, engagement and learning, she began the journey to transform her Masters in Education, Counseling to an interdisciplinary Ph.D. in Educational Psychology and Instructional Design at the University of Alaska Fairbanks.


Richard Webb, Ph.D.
Designori, Anchorage

Richard L Webb, PhD is a passionate practitioner and advocate of Reality Spectrum technologies and education. He holds a PhD in Education with a specialization in Online Learning and a Masters in Human Resource Development. He is the Cofounder and COO of Designori LLC, an Alaska-based, nationally active, training and development company. Designori specializes in the development and delivery of Extended Reality training and support and is seeking to both participate in and help develop a Reality Spectrum small business ecosystem. Richard is a lifelong educator with over 40 years of experience, both nationally and internationally, and holds a variety of certifications including Lean Six Sigma, OLC Advanced Online Learning, and Quality Matters.