skip to main content


Title: Fostering engaging online learning experiences: Investigating situational interest and mind-wandering as mediators through learning experience design
Abstract

Traditionally, learning among young students has taken place within structured, physical classroom settings. However, the emergence of distance learning has introduced a diverse range of learning methods, including online, hybrid, and blended approaches. When the COVID-19 pandemic led to extended delays in in-person instruction, use of educational technologies such as asynchronous videos and online platforms were deployed to deliver mathematics curricula aligned with the Common Core State Standards (CCSS), though best practices for teaching mathematics asynchronously are not well studied. This study focuses on exploring the effectiveness of a math course on proportional reasoning that was co-designed, developed, and deployed in 5th and 6th grade Orange County classrooms. Examining the learning experience design (LXD) paradigm, this research focuses on discerning its influence on (n = 303) children's engagement during their involvement in an online, video-based math course. LXD is implemented by combining evidence-based pedagogical instructional design with human-centered user experience (UX) design. The study utilized a structural equation model to analyze the relationships between learners' user experiences, situational interest, mind-wandering, and online engagement. The results demonstrated significant direct effects between students' situational interest, user experience, and their level of online engagement. Findings also indicate that students' situational interest and mind-wandering significantly mediate the relationship between their user experiences and online engagement. These results have important theoretical and practical implications for researchers, designers, and instructors. By combining evidenced-based pedagogical learning design with human-centered user experience design, LX designers can promote situational interest, reduce mind-wandering, and increase engagement in elementary mathematics courses conducted in asynchronous online settings.

 
more » « less
NSF-PAR ID:
10495418
Author(s) / Creator(s):
; ; ; ;
Publisher / Repository:
Springer Science + Business Media
Date Published:
Journal Name:
Education and Information Technologies
ISSN:
1360-2357
Format(s):
Medium: X
Sponsoring Org:
National Science Foundation
More Like this
  1. de Vries, E. (Ed.)
    Historically, learning for young students has occurred in formal, in-person classroom environments. But in just a matter of weeks, children were mandated to transition to a completely new mode of learning, facing new learning challenges with heightened anxieties. To this end, we aim to better understand how our learning experience design (LXD) efforts support or hinder children’s engagement while participating in an online, video-based math course. This study operationalized LXD through the integration of e-learning instructional design (ID) as a lever for promoting students’ situational interest (SI), emphasis on human-centered design to support students’ user experience (UX), and the combination of SI and UX to foster student engagement in an online environment. Results provide practical implications for how we can intentionally iterate our designs to sustain children’s online engagement as we prepare for future instances of traditional, online and even hybrid models of instruction. 
    more » « less
  2. null (Ed.)
    This research paper studies the challenges that mathematics faculty and graduate teaching assistants (GTAs) faced when moving active and collaborative calculus courses from in-person to virtual instruction. As part of a larger pedagogical change project (described below), the math department at a public Research-1 university began transitioning pre-calculus and calculus courses to an active and collaborative learning (ACL) format in Fall 2019. The change began with the introduction of collaborative worksheets in recitations which were led by GTAs and supported by undergraduate learning assistants (LAs). Students recitation periods collaboratively solving the worksheet problems on whiteboards. When COVID-19 forced the rapid transition to online teaching, these ACL efforts faced an array of challenges. Faculty and GTA reflections on the changes to teaching and learning provide insight into how instructional staff can be supported in implementing ACL across various modes of instruction. The calculus teaching change efforts discussed in this paper are part of an NSF-supported project that aims to make ACL the default method of instruction in highly enrolled gateway STEM courses across the institution. The theoretical framework for the project builds on existing work on grassroots change in higher education (Kezar and Lester, 2011) to study the effect of communities of practice on changing teaching culture. The project uses course-based communities of practice (Wenger, 1999) that include instructors, GTAs, and LAs working together to design and enact teaching change in the targeted courses alongside ongoing professional development for GTAs and LAs. Six faculty and five GTAs involved in the teaching change effort in mathematics were interviewed after the Spring 2020 semester ended. Interview questions focused on faculty and GTA experiences implementing active learning after the rapid transition to online teaching. A grounded coding scheme was used to identify common themes in the challenges faced by instructors and GTAs as they moved online and in the impacts of technology, LA support, and the department community of practice on the move to online teaching. Technology, including both access and capabilities, emerged as a common barrier to student engagement. A particular barrier was students’ reluctance to share video or participate orally in sessions that were being recorded, making group work more difficult than it had been in a physical classroom. In addition, most students lacked access to a tablet for freehand writing, presenting a significant hurdle for sharing mathematical notation when physical whiteboards were no longer an option. These challenges point to the importance of incorporating flexibility in active learning implementation and in the professional development that supports teaching changes toward active learning, since what is conceived for a collaborative physical classroom may be implemented in a much different environment. The full paper will present a detailed analysis of the data to better understand how faculty and GTA experiences in the transition to online delivery can inform planning and professional development as the larger institutional change effort moves forward both in mathematics and in other STEM fields. 
    more » « less
  3. Abstract

    This study investigated what academic traits, attitudes, and habits predict individual differences in task-unrelated thought (TUT) during lectures, and whether this TUT propensity mediates associations between academic individual differences and course outcomes (final grade and situational interest evoked by material). Undergraduates (N= 851) from ten psychology classes at two US universities responded to thought probes presented during two early-course lectures; they also indicated sitting in the front, middle, or back of the classroom. At each probe, students categorized their thought content, such as indicating on-task thought or TUT. Students also completed online, academic-self-report questionnaires at the beginning of the course and a situational interest questionnaire at the end. Average TUT rate was 24% but individuals’ rates varied widely (SD= 18%). TUT rates also increased substantially from the front to back of the classroom, and modestly from the first to second half of class periods. Multiple-group analyses (with ten classroom groups) indicated that: (a) classroom media-multitasking habits, initial interest in the course topic, and everyday propensity for mind-wandering and boredom accounted for unique variance in TUT rate (beyond other predictors); (b) TUT rate accounted for unique (modest) variance in course grades and situational interest; and (c) classroom media multitasking and propensity for mind-wandering and boredom had indirect associations with course grades via TUT rate, and these predictor variables, along with initial interest, had indirect associations with end-of-term situational interest via TUT rate. Some academic traits and behaviors predict course outcomes in part because they predict off-task thought during class.

     
    more » « less
  4. Biologically inspired design has become increasingly common in graduate and undergraduate engineering programs, consistent with an expanding emphasis by professional engineering societies on cross-disciplinary critical thinking skills and adaptive and sustainable design. However, bio-inspired engineering is less common in K-12 education. In 2019, the NSF funded a K-12 project entitled Biologically Inspired Design for Engineering Education (BIRDEE), to create socially relevant, accessible, and highly contextualized high school engineering curricula focusing on bio-inspired design. Studies have shown that women and underrepresented minorities are drawn to curricula, courses, and instructional strategies that are integrated, emphasize systems thinking, and facilitate connection building across courses or disciplines. The BIRDEE project also seeks to interest high school girls in engineering by providing curricula that incorporate humanistic, bio-inspired engineering with a focus on sustainable and authentic design contexts. BIRDEE curricula integrate bio-inspired design into the engineering design process by leveraging design tools that facilitate the application of biological concepts to design challenges. This provides a conceptual framework enabling students to systematically define a design problem, resulting in better, more well-rounded problem specifications. The professional development (PD) for the participating teachers include six-week-long summer internships in university research laboratories focused on biology and bio-inspired design. The goal of these internships is to improve engineering teachers’ knowledge of bio-inspired design by partnering with cutting-edge engineers and scientists to study animal features and behaviors and their applications to engineering design. However, due to COVID-19 and research lab closures in the summer of 2020, the research team had to transfer the summer PD experience to an online setting. An asynchronous, quasi-facilitated online course was developed and delivered to teachers over six weeks. In this paper, we will discuss online pedagogical approaches to experiential learning, teaching bio-inspired design concepts, and the integration of these approaches in the engineering design process. Central to the online PD design and function of each course was the use of inquiry, experiential and highly-collaborative learning strategies. Preliminary results show that teachers appreciated the aspects of the summer PD that included exploration, such as during the “Found Object” activity, and the process of building a prototype. These activities represented experiential learning opportunities where teachers were able to learn by doing. It was noted throughout the focus group discussions that such opportunities were appreciated by participating teachers. Teachers indicated that the experiential learning components of the PD allowed them to do something outside of their comfort zone, inspired them to do research that they would not have done outside of this experience, and allowed them to “be in the student's seat and get hands-on application”. By participating in these experiential learning opportunities, teachers were also able to better understand how the BIRDEE curriculum may impact students’ learning in their classrooms 
    more » « less
  5. Previous studies have convincingly shown that traditional, content-centered, and didactic teaching methods are not effective for developing a deep understanding and knowledge transfer. Nor does it adequately address the development of critical problem-solving skills. Active and collaborative instruction, coupled with effective means to encourage student engagement, invariably leads to better student learning outcomes irrespective of academic discipline. Despite these findings, the existing construction engineering programs, for the most part, consist of a series of fragmented courses that mainly focus on procedural skills rather than on the fundamental and conceptual knowledge that helps students become innovative problem-solvers. In addition, these courses are heavily dependent on traditional lecture-based teaching methods focused on well-structured and closed-ended problems that prepare students to plug variables into equations to get the answer. Existing programs rarely offer a systematic approach to allow students to develop a deep understanding of the engineering core concepts and discover systematic solutions for fundamental problems. Without properly understanding these core concepts, contextualized in domain-specific settings, students are not able to develop a holistic view that will help them to recognize the big picture and think outside the box to come up with creative solutions for arising problems. The long history of empirical learning in the field of construction engineering shows the significant potential of cognitive development through direct experience and reflection on what works in particular situations. Of course, the complex nature of the construction industry in the twenty-first century cannot afford an education through trial and error in the real environment. However, recent advances in computer science can help educators develop virtual environments and gamification platforms that allow students to explore various scenarios and learn from their experiences. This study aims to address this need by assessing the effectiveness of guided active exploration in a digital game environment on students’ ability to discover systematic solutions for fundamental problems in construction engineering. To address this objective, through a research project funded by the NSF Division of Engineering Education and Centers (EEC), we designed and developed a scenario-based interactive digital game, called Zebel, to guide students solve fundamental problems in construction scheduling. The proposed gamified pedagogical approach was designed based on the Constructivism learning theory and a framework that consists of six essential elements: (1) modeling; (2) reflection; (3) strategy formation; (4) scaffolded exploration; (5) debriefing; and (6) articulation. We also designed a series of pre- and post-assessment instruments for empirical data collection to assess the effectiveness of the proposed approach. The proposed gamified method was implemented in a graduate-level construction planning and scheduling course. The outcomes indicated that students with no prior knowledge of construction scheduling methods were able to discover systematic solutions for fundamental scheduling problems through their experience with the proposed gamified learning method. 
    more » « less