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Quizzes for the Multimodal Course
From trivia games to final exams, quizzing tools have a variety of uses for learning as well as assessment. Exams and quizzes have a particularly plentiful range of possibilities in a multimodal or hybrid course, where they can be administered synchronously or asynchronously. Research suggests that the presentation of a tool influences student behavior in response to the tool. In comparing two student discussion boards, one an ungraded discussion and one a graded replacement for a final exam, Cheng et al. (2013) found that students displayed more knowledge on the graded board, but more evidence of learning on the ungraded board. The students who participated in the study were more likely to grapple with new ideas when the stakes were low, but more eager to showcase topics they were confident about when their responses would have a greater impact on their grades. When considering quizzing tools, then, we recommend allowing your course goals to guide your usage.
Branching Scenario Best Practices Guide
Designed to simulate real-world experiences, branching scenarios are powerful tools for increasing student engagement. Like a choose-your-own-adventure book, a branching scenario invites users to explore a virtual world, using knowledge and skills from their coursework and information shared within the scenario to make decisions. The decisions they make lead them down different pathways (some of which may include embedded documents and videos) towards different endings. Depending on the complexity of the branching scenarios and the choices students make, they can experience a variety of different possible outcomes within a single scenario.
Six Strategies for Multimodal Content Delivery
If you’re developing a course with synchronous and asynchronous elements, you have a host of options for engaging students and delivering content. Research suggests that incorporating multiple modalities increases accessibility, engagement, and learning (Mick and Middlebrook, 2015; Margolis et al., 2017). With that said, it is important to be intentional about multimodal course design. Both synchronous and asynchronous methods of delivery are effective, but activities can be better suited to one or the other modality and synchronous time is often limited. Delivering selected content asynchronously can support students’ understanding of how information is organized and leave more time for interactivity in synchronous sessions.
Incorporating Multimedia in Your Course
Multimedia, which helps create an engaging and interactive online learning environment, has been shown to contribute to improved student performance (Cheng, Basu, & Goebel, 2009, p. 1). Though many online courses incorporate videos, they neglect to feature other forms of multimedia. And, while videos are a staple of multimedia use, there are other exciting options to consider: podcast episodes, graphics, and animations can all enhance course content, enriching the student experience. To maximize the benefits multimedia can provide, consider including these underutilized forms of multimedia in your course.
Five Instructor Feedback Essentials
Providing student feedback is a key component of an instructor’s role and an important part of effective instruction. Research shows that ongoing feedback keeps students engaged and improves their morale, motivation, and learning (Best, et al, 2014). Yet, providing high quality feedback can be a time-consuming commitment, especially in courses with large class sizes or numerous written assessments. Instructors should keep in mind the tools, structure, and best practices that can help them provide feedback.
Game-Based Learning Experiences
Game-based learning (GBL) is a learning experience, or set of learning experiences, delivered through gameplay or game-like activities with defined learning outcomes. GBL is often confused with gamification, which is the application of game elements to a non-gaming experience. GBL engages students cognitively, emotionally, behaviorally, and socioculturally (Plass et al., 2015). Many factors should be considered when designing GBL, including narrative, player positioning, and interactive design (Dickey, 2005).
Backward Design
Backward design is, as the name suggests, a process for designing curricula, courses, and lectures by working backwards from big-picture learning goals. The concept, introduced by Grant Wiggins and Jay McTighe (2005), suggests that instructors create assessments, activities, and course content that are explicitly aligned with the broader learning goals of the unit. This is different from the traditional content-driven approach to learning design, which focuses on course content first and only secondarily tries to align that content with learning goals.
Creating Learning Objectives
Learning objectives help inform students about what they will learn and how they will be assessed. Objectives are meant to align with course expectations. Therefore, any assigned exercises should be guided by the course’s specific learning objectives. Everything in the course should work together to ensure students master the course objectives.
Problem Based Learning
Problem Based Learning is a teaching method used to facilitate student knowledge acquisition. This teaching method is often confused with Project Based Learning, which centers on students applying knowledge. The focus of Problem Based Learning is students acquiring the knowledge. Since the two methods use the same acronym, they are easily confused, but have different objectives for students.