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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.
Presentation Best Practices Guide
Many online courses focus on written communication skills, featuring discussion posts, papers, and case study reports among other assignments. However, oral communication and presentation skills are just as integral to students’ success, and, indeed, many employers list presenting as one of the most desirable skills for job candidates (Suhadi et al., 2021).
Group Work Best Practices Guide
Group work in online courses can facilitate student learning in unique ways. In particular, group assignments can provide students with opportunities to engage in authentic tasks and develop collaborative skills applicable to their future careers. Williams, Duray, and Reddy (2006) argue that team learning stimulates student thinking at the higher levels of Bloom’s taxonomy, including application, analysis, synthesis, and evaluation. Group projects can serve a variety of different purposes across a wide range of academic programs and subjects. Additionally, group projects can foster interaction and community building amongst students, which can be especially valuable in an asynchronous online classroom (Martin & Bolliger, 2018).
LMS Analytics: Supporting Your Students With Data
With the help of tools like Canvas New Analytics, faculty can leverage learning management system (LMS) data to hone their instructional techniques and improve their online students' experience. In this piece, we provide an introduction to learning analytics in online higher education and detail some analytics best practices.
Navigating Canvas New Analytics
At the end of 2019, Canvas rolled out New Analytics, a new version of their former analytics tool, Course Analytics. By Canvas' own description, New Analytics retains the core functionality of Course Analytics while offering a simplified user experience. In this post we share our recommendations for leveraging New Analytics to support students.
Taking Stock at the Midpoint of the Term
Halfway through the term isn't a great time to change around a bunch of materials or assignments in your course. However, it is a useful moment to evaluate how the course is going, realign to match the goals you set out at the beginning of the term, and determine what you may be able to tweak to make your course work more effectively for you and for your students. This piece suggests actions you can take at midterm to help shape the second half of the course.
Leveraging CSV Downloads
The majority of an online instructor’s course facilitation will occur within the learning management system (LMS). However, there are some tasks that can be improved or streamlined by downloading comma-separated value (CSV) files from Canvas. Running an online course requires balancing a lot of names, assignments, and deadlines, so using Microsoft Excel, Google Sheets, or another spreadsheet software can assist with course management.
Using Hotspots
A unique way to share information, images with hotspots offer online learners the opportunity to interact with course content. Learners can click or hover on particular parts of an image and receive pop-ups giving them more information. Hotspots represent information in a particular context; thus, they fulfill the multimedia principle—use words and graphics rather than words alone—and the contiguity principle—align words to corresponding graphics (Clark & Mayer, 2016).
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).