skip to main content


Title: Implementation of an Online Poster Symposium for a Large-Enrollment, Natural Science, General Education, Asynchronous Course
Asynchronous online courses are popular because they offer benefits to both students and instructors. Students benefit from the convenience, flexibility, affordability, freedom of geography, and access to information. Instructors and institutions benefit by having a broad geographical reach, scalability, and cost-savings of no physical classroom. A challenge with asynchronous online courses is providing students with engaging, collaborative and interactive experiences. Here, we describe how an online poster symposium can be used as a unique educational experience and assessment tool in a large-enrollment (e.g., 500 students), asynchronous, natural science, general education (GE) course. The course, Introduction to Environmental Science (ENR2100), was delivered using distance education (DE) technology over a 15-week semester. In ENR2100 students learn a variety of topics including freshwater resources, surface water, aquifers, groundwater hydrology, ecohydrology, coastal and ocean circulation, drinking water, water purification, wastewater treatment, irrigation, urban and agricultural runoff, sediment and contaminant transport, water cycle, water policy, water pollution, and water quality. Here we present a is a long-term study that takes place from 2017 to 2022 (before and after COVID-19) and involved 5,625 students over 8 semesters. Scaffolding was used to break up the poster project into smaller, more manageable assignments, which students completed throughout the semester. Instructions, examples, how-to videos, book chapters and rubrics were used to accommodate Students’ different levels of knowledge. Poster assignments were designed to teach students how to find and critically evaluate sources of information, recognize the changing nature of scientific knowledge, methods, models and tools, understand the application of scientific data and technological developments, and evaluate the social and ethical implications of natural science discoveries. At the end of the semester students participated in an asynchronous online poster symposium. Each student delivered a 5-min poster presentation using an online learning management system and completed peer reviews of their classmates’ posters using a rubric. This poster project met the learning objectives of our natural science, general education course and taught students important written, visual and verbal communication skills. Students were surveyed to determine, which parts of the course were most effective for instruction and learning. Students ranked poster assignments first, followed closely by lectures videos. Approximately 87% of students were confident that they could produce a scientific poster in the future and 80% of students recommended virtual poster symposiums for online courses.  more » « less
Award ID(s):
2038207
NSF-PAR ID:
10333469
Author(s) / Creator(s):
; ;
Date Published:
Journal Name:
Frontiers in Education
Volume:
7
ISSN:
2504-284X
Format(s):
Medium: X
Sponsoring Org:
National Science Foundation
More Like this
  1. Motivation: This is a complete paper. There was a sudden shift from traditional learning to online learning in Spring 2020 with the outbreak of COVID-19. Although online learning is not a new topic of discussion, universities, faculty, and students were not prepared for this sudden change in learning. According to a recent article in ‘The Chronicle of Higher Education, “even under the best of circumstances, virtual learning requires a different, carefully crafted approach to engagement”. The Design Thinking course under study is a required freshmen level course offered in a Mid-western University. The Design Thinking course is offered in a flipped format where all the content to be learned is given to students beforehand and the in-class session is used for active discussions and hands-on learning related to the content provided at the small group level. The final learning objective of the course is a group project where student groups are expected to come up with functional prototypes to solve a real-world problem following the Design Thinking process. There were eighteen sections of the Design Thinking course offered in Spring 2020, and with the outbreak of COVID-19, a few instructors decided to offer synchronous online classes (where instructors were present online during class time and provided orientation and guidance just like a normal class) and a few others decided to offer asynchronous online classes (where orientation from the instructor was delivered asynchronous and the instructor was online during officially scheduled class time but interactions were more like office hours). Students were required to be present synchronously at the team level during the class time in a synchronous online class. In an asynchronous online class, students could be synchronous at the team level to complete their assignment any time prior to the deadline such that they could work during class time but they were not required to work at that time. Through this complete paper, we are trying to understand student learning, social presence and learner satisfaction with respect to different modes of instruction in a freshmen level Design Thinking course. Background: According to literature, synchronous online learning has advantages such as interaction, a classroom environment, and better course quality whereas asynchronous online learning has advantages such as self-controlled and self-directed learning. The disadvantages of synchronous online learning include the learning process, technology issues, and distraction. Social isolation, lack of interaction, and technology issue are a few disadvantages related to asynchronous online learning. Problem Being Addressed: There is a limited literature base investigating different modes of online instruction in a Design Thinking course. Through this paper, we are trying to understand and share the effectiveness of synchronous and asynchronous modes of instruction in an online Flipped Design Thinking Course. The results of the paper could also help in this time of pandemic by shedding light on the more effective way to teach highly active group-based classrooms for better student learning, social presence, and learner satisfaction. Method/Assessment: An end of semester survey was monitored in Spring 2020 to understand student experiences in synchronous and asynchronous Design Thinking course sections. The survey was sent to 720 students enrolled in the course in Spring 2020 and 324 students responded to the survey. Learning was measured using the survey instrument developed by Walker (2003) and the social presence and learner satisfaction was measured by the survey modified by Richardson and Swan (2003). Likert scale was used to measure survey responses. Anticipated Results: Data would be analyzed and the paper would be completed by draft paper submission. As the course under study is a flipped and active course with a significant component of group work, the anticipated results after analysis could be that one mode of instruction has higher student learning, social presence, and learner satisfaction compared to the other. 
    more » « less
  2. Flexible classroom spaces, which have movable tables and chairs that can be easily rearranged into different layouts, make it easier for instructors to effectively implement active learning than a traditional lecture hall. Instructors can move throughout the room to interact with students during active learning, and they can rearrange the tables into small groups to facilitate conversation between students. Classroom technology, such as wall-mounted monitors and movable whiteboards, also facilitates active learning by allowing students to collaborate. In addition to enabling active learning, the flexible classroom can still be arranged in front-facing rows that support traditional lecture-based pedagogies. As a result, instructors do not have to make time- and effort-intensive changes to the way their courses are taught in order to use the flexible classroom. Instead, they can make small changes to add active learning. We are in the second year of a study of flexible classroom spaces funded by the National Science Foundation’s Division of Undergraduate Education. This project asks four research questions that investigate the relationships between the instructor, the students, and the classroom: 1) What pedagogy do instructors use in a flexible classroom space? 2) How do instructors take advantage of the instructional affordances (including the movable furniture, movable whiteboards, wall-mounted whiteboards, and wall-mounted monitors) of a flexible classroom? 3) What is the impact of faculty professional development on instructors’ use of flexible classroom spaces? and 4) How does the classroom influence the ways students interpret and engage in group learning activities? In the first year of our study we have developed five research instruments to answer these questions: a three-part classroom observation protocol, an instructor interview protocol, two instructor surveys, and a student survey. We have collected data from nine courses taught in one of ten flexible classrooms at the University of Michigan during the Fall 2018 semester. Two of these courses were first-year introduction to engineering courses co-taught by two instructors, and the other seven courses were sophomore- and junior-level core technical courses taught by one instructor. Five instructors participated in a faculty learning community that met three times during the semester to discuss active learning, to learn how to make the best use of the flexible classroom affordances, and to plan activities to implement in their courses. In each course we gathered data from the perspective of the instructor (through pre- and post-semester interviews), the researcher (through observations of three class meetings with our observation protocol), and the students (through conducting a student survey at the end of the semester). This poster presents qualitative and qualitative analyses of these data to answer our research questions, along with evidence based best practices for effectively using a flexible classroom. 
    more » « less
  3. null (Ed.)
    The expansion of K-12 computer science (CS) has driven a dramatic need for educators who are trained in CS content and pedagogy [1]. This poster describes our effort to train teacher candidates (i.e., pre-service teachers who are students seeking degrees within a College of Education), who are specializing in secondary mathematics education, to be future CS educators. We specifically describe our collaboration to provide a blended preparatory six-week training for the ETS CS Praxis exam (5652), assisting our pre-service students in satisfying the CS certification requirements in our state before they graduate and begin their professional teaching career. Given the unique challenges of pre-service CS teacher preparation [2], blended models, which combine both in-person and online instruction, are an effective approach to building a pre-service program. Within our pre-service CS program, students first complete a two-course pathway that prepares them in AP CSP content and pedagogy experiences, including observations in local AP CSP classrooms [3]. After completing the two courses, our students participate in the blended version of the WeTeach_CS Praxis preparation course to achieve certification. The in-person support provided by the blended model contributed significantly to certification success in this project. With a cut-score of 149 for the Praxis exam, all 11 of our pre-service students who completed the course received a passing score (including one student with a perfect score of 200, and another student with a 195); the average score for our pre-service students was 175. An additional 11 in-service teachers, with diverse backgrounds in CS content knowledge, also participated in the blended Praxis preparation course, with an average score of 166. Given the unique challenges of pre-service CS teacher preparation, university pre-service CS teacher programs should look to innovative models of teacher support developed by in-service programs to make substantial gains in CS teacher certification. Incorporating an asynchronous online course that allows teachers with a wide range of prior experience in CS to learn at their own pace with in-person coursework and support appears to be a viable model for assisting non-CS major teacher candidates in achieving a CS certification. With the blended model, even teachers with no background knowledge in CS were successful. Within our pre-service CS program, students first complete a two-course pathway that prepares them in AP CSP content and pedagogy experiences, including observations in local AP CSP classrooms [3]. After completing the two courses, our students participate in the blended version of the WeTeach_CS Praxis preparation course to achieve certification. The in-person support provided by the blended model contributed significantly to certification success in this project. With a cut-score of 149 for the Praxis exam, all 11 of our pre-service students who completed the course received a passing score (including one student with a perfect score of 200, and another student with a 195); the average score for our pre-service students was 175. An additional 11 in-service teachers, with diverse backgrounds in CS content knowledge, also participated in the blended Praxis preparation course, with an average score of 166. Incorporating an asynchronous online course that allows teachers with a wide range of prior experience in CS to learn at their own pace with in-person coursework and support appears to be a viable model for assisting non-CS major teacher candidates in achieving a CS certification. With the blended model, even teachers with no background knowledge in CS were successful. 
    more » « less
  4. Abstract

    Online educational videos have the potential to enhance undergraduate biology learning, for example by showcasing contemporary scientific research and providing content coverage. Here, we describe the integration of nine videos into a large‐enrollment (n = 356) introductory evolution and ecology course via weekly homework assignments. We predicted that videos that feature research stories from contemporary scientists could reinforce topics introduced in lecture and provide students with novel insights into the nature of scientific research. Using qualitative analysis of open‐ended written feedback from the students on each video assigned throughout the term (n = 133–229 responses per video) and on end‐of‐quarter evaluations (n = 243), we identified common categories of student perspectives. All videos received more positive than negative comments and all videos received comments indicating that students found them intellectually and emotionally stimulating, accessible, and relevant to course content. Additionally, all videos also received comments indicating some students found them intellectually unstimulating, though these comments were generally far less numerous than positive comments. Students responded positively to videos that incorporated at least one of the following: documentary‐style filming, very clear links to course content (especially hands‐on activities completed by the students), relevance to recent world events, clarity on difficult topics, and/or charismatic narrators or species. We discuss opportunities and challenges for the use of online educational videos in teaching ecology and evolution, and we provide guidelines instructors can use to integrate them into their courses.

     
    more » « less
  5. This research paper introduces a unique system called ZORQ that is a combination of a game development frame- work and a gamification framework (GDGF). The ZORQ GDGF acts as a catalyst to help motivate students by increasing student engagement and success within undergraduate Computer Science (CS) education, regardless of student experience and background. The dynamic gamification elements utilized within the GDGF make it an attractive learning method for students. After col- laborative game space customization, ZORQ gameplay sees each student tasked with designing a ship movement philosophy and then implementing their own code to autonomously control the ship in an interstellar game space filled with supplies, obstacles, and enemy ships. The particulars of engagements between ships can vary greatly by semester, along with the resources/objects present in the game, depending on the collaborative customization and the independent ship strategies implemented. A preliminary Z O R Q trial was conducted over five years in an undergraduate Data Structures and Algorithms (DSA) course. The ZORQ trial is designed to fulfill the following objectives: 1) implement DSA concepts discussed within the course, 2) identify appropriate problem-solving approaches, 3) apply one or more solutions, 4) build depth with a coding language, 5) bridge the gap between limited concept assignments and large, multi-developer software systems by allowing students to build code within a larger architecture, 6) introduce students to version control, 7) illustrate the use of prior mathematics coursework in practical applications, and 8) introduce unit testing in software systems.In exit surveys, students expressed overwhelming satisfaction with this approach. More than 84% of the students surveyed found the system useful in their educational experience and saw benefit to inspecting a completed software project. 82% of the students found that Z O R Q increased software development com- prehension. 80% enjoyed using their own personal creativity in designing a ship controller, 76% found ZORQ helped them learn how to implement and use DSAs. 71% found the system engaging and found the system interaction to be clear and understandable. Observations of student performance in later courses suggest better student maturity and comprehension in preparation for proposing and implementing their own independent projects. 
    more » « less