Current Topic Five, ED 650

In effect, I wanted to write a similar essay as my Current Topic 4, except I changed the source material. Previously, I conducted an open Google Search. For this piece, I searched Rasmusson Library article database. I limited to conference proceedings in the advanced search. My thought being that this would be as current as the popular literature on the web, however, it would be more scholarly. I found two conference papers from 2017.

Pistoljevic, N. and Hulusic, V. (2017) An interactive E-book with an educational game for children with developmental disorders: A pilot user study. (2017). 2017 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), Virtual Worlds and Games for Serious Applications (VS-Games), 2017 9th International Conference on, 87. doi:10.1109/VS-GAMES.2017.8056575

Salama, G., Scanlon, S., and Ahmed, B., (2017) An evaluation of the flipped classroom format in a first-year introductory engineering course. (2017). 2017 IEEE Global Engineering Education Conference (EDUCON), Global Engineering Education Conference (EDUCON), 2017 IEEE, 367. doi:10.1109/EDUCON.2017.7942874

The technology in both is pretty yesterday, e-books, and nor is the practice of gamification or flipped classrooms in any way new. So, these conference papers, in that way at least are similar to the popular literature. Indeed, the topics are sharply focused in a way that the popular literature is not.

The project the first conference paper reported on: “The main objective of this project was to develop an interactive educational e-book for early childhood stimulation and to evaluate its effectiveness on learning numbers, colors, novel vocabulary, identification, counting and responding to inference questions (Pistoljevic and Hulusic, 2017).” The researchers were trying to intervene early with children diagnosed with autism spectrum disorder (ASD) and positively impact learning demonstrated through the transfer of knowledge or skills to new media or environments.  They built game elements into the e-book. This particular paper aimed to explore the game element of the e-book. As can be imagined the methodology was fairly complex as were the reliability observations. This paper reports on the results from observing ten pre-school age children.  “The results from the pilot study showed that this and similar computer game-based environments, when designed properly, could be used for fast and effective skills development and knowledge acquisition (Pistoljevic and Hulusic, 2017).”

For me, the interesting element of this study is the positive impact for children diagnosed with ASD. It is easy to sit and watch anyone, play a computer game and develop skills relevant to playing other computer games, i.e., to see transferability of skills and knowledge. More interesting is transferring skills and knowledge to different environments. Our common sense observations of young people playing games are not enough then. I think this is a critical nuance when thinking about technology in the classroom and online education. How do we create parallel testing/performance environments that show the application of skills and knowledge in other contexts?

Turning to the second conference paper, we see that it too is an extension of research underway. In this case, the researchers extended their questions from a single section of the course as “flipped” to flipping the entire course. The course is an introductory engineering course that covers broadly fundamental skills: “…programming, engineering design, project management, statistics, dimensions and conversions, technical representation of data and engineering ethics (Salama, Scanlon, and Ahmed, 2017).” Salama et al. define their project in this way:

In this study, we used the collected data to answer the following research questions:
1) Will students have similar usage patterns when the flipped classroom is used in the whole course?
2) Can improvements in student performance with the flipped classroom be similarly replicated with a new cohort of students?
3) Will students have similar perceptions of the flipped classroom when it is extended to the whole course? (2017)

Our authors end up, saying: “In conclusion, the results presented in this paper support our previous results that the flipped classroom can be effective in improving the learning experience of the students in this introductory engineering course (Salama, Scanlon, and Ahmed, 2017).” Given that we have been flipping classrooms for a long time, in my memory nearly twenty years, I find myself more interested in the e-learning module development, methods and results sections of this paper. First, the e-learning development:

The modules thus included
􀁸 Interactive slides summarizing key relevant concepts
􀁸 Simple animations to present more detailed explanations of difficult concepts or examples
􀁸 Randomized and time limited assessments of varying formats including: true/false, multiple choice, multiple responses, fill in the blank, drag and drop etc (Salama et al., 2017)

So it is very cool that they did this, however, none of this is bleeding edge instructional design or technology.  And I mean no disrespect to the authors in saying this, rather, my concern is more broadly about education on the cutting edge of technology. The work of the authors is good and genuine and beneficial to the students. When we review the methods and the results the students themselves tell us so.

In the end, I think we have to go to the independent learners themselves to get closer to bleeding edge technologies. Perhaps we just cannot find it in schools and classrooms? I have beaten John Seeley Brown’s example of the pro-surfers to death, alas. I have as well beaten the example of YouTube entrepreneurs to death. Perhaps the other place to go is the elite educational institutions because they have the deep pockets and they employ tenure as it was meant originally to protect failure and risk-taking rather than status-quo and mediocrity. MIT, RPI, Harvard, certainly it feels galling to drop those names, but perhaps state universities are too embroiled in politics and economics to actually be sites of innovation.  And then we turn to K-12 public education, individual teachers are super-heroes/heroines but bound and gagged by budgets and learning outcomes and standardized testing.

References

Pistoljevic, N. and Hulusic, V. (2017) An interactive E-book with an educational game for children with developmental disorders: A pilot user study. (2017). 2017 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), Virtual Worlds and Games for Serious Applications (VS-Games), 2017 9th International Conference on, 87. doi:10.1109/VS-GAMES.2017.8056575

Salama, G., Scanlon, S., and Ahmed, B., (2017) An evaluation of the flipped classroom format in a first-year introductory engineering course. (2017). 2017 IEEE Global Engineering Education Conference (EDUCON), Global Engineering Education Conference (EDUCON), 2017 IEEE, 367. doi:10.1109/EDUCON.2017.7942874

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