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Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
Applications for Raptivity
in the University Classroom
Webinar
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
If you cannot hear the audio:
1. Click the arrow icon at the upper right, in the webinar panel
2. Expand the Audio section
3. Click the Audio setup
4. If necessary, choose the Use Telephone option to see a
phone number you can use
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
Speakers
Lisa Vinney PhD, CCC-SLP
Assistant Professor
Illinois State University
K. V. Abbott Ph.D., CCC-SLP
Professor
University of Pittsburgh
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
Education in Speech-Language Pathology
Clinician Student
Goal: Knowledge & Skill
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
How do we engage the learner?
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
Mini Quiz Games (MQGs)
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
The Testing Effect
►Taking a test on studied material likely promotes:
►Knowledge retrieval
► (Paul, Messina, & Hollis, 2006; Kapicke & Blunt, 2011)
►Calibration of knowledge through immediate and corrective
feedback
► (McDaniel, Anderson, Derbish, & Morrisette, 2007; Dwyer & Cameron, 2005; Dihoff, Brosvic, Epstein, &
Cook, 2004)
►Transfer appropriate processing
►(Morris, Bransford, & Franks, 1977)
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
Use of games in education
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
Focus Group Results
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
Gap in Knowledge
►Do electronic content-specific educational games
improve learning and test performance in college
students beyond traditional study methods?
Vinney L.A., Howles L., Leverson G., & Connor N.P. (in press). Augmenting college students' study of speech-language
pathology using computer-based mini quiz games. American Journal of Speech-Language Pathology.
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
Hypothesis
MQGs + Traditional Studying MQGs Alone
Will result in substantial gains in immediate recall and longer-term
retention when compared with conventional study alone or no
content review (control condition).
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
Hypothesis
Students will perceive MQGs more positively
than traditional studying.
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
Subjects
►93 Undergraduates
►Native English speakers
►Ages 18-23
►No documented learning
disability/cognitive
impairment
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
Groups
Traditional Studying Games
Both Control (no games or studying)
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Studying=24
Pre-test &
questionnaire
Game=23 Both=23
Lecture
Immediate Recall Posttest & Questionnaire
Control=23
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
Longer-term Retention Follow-up Test=75
***3 days Later***
Studying=18Game=19 Both=20 Control=18
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
Games
►Jeopardy
►Voice
Vocabulary
Challenge
►Million Dollar
Quiz
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
Games
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
Games
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
Games
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
0
5
10
15
20
25
30
35
40
Mean%DifferencebetweenPretest
&Posttest(adjustingforpretest)
Control Games Games & Study Study
Average Difference between Pretest & Posttest by Group
*
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
0
5
10
15
20
25
30
35
40
Control Games Games and
Study
Study
Mean%DifferencebetweenPretest&
Follow-upTest(adjustingforpretest)
Average Difference between Pretest & Follow-up Test by
Group
*
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
Are games a viable study method?
►All Groups (93 participants)
►YES (88%, n=81)
►NO (12%, n=11)
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
Did playing MQGs facilitate learning of lecture content?
►Games & Games/Study Groups only (46 participants)
►Yes (93%, n=43)
►No (7%, n=3)
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
Were MQGs perceived as more or less effective than studying?
►Games/Study Group only (33 participants)
►More Effective (88%, n=29)
►Less Effective (9%, n=3)
►Just as Effective (3%, n=1)
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
Which game was preferred?
►Games & Games/Study Groups only (46 participants)
►Million Dollar Quiz (52%, n=24)
►Voice Vocabulary Challenge(7%, n=3)
►Voice Jeopardy (17%, n=8)
►No Preference (24%, n=11)
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
Discussion
► MQGs may be as effective as studying in facilitating recall of recently learned
foundational information
► Many students would rather play games than study
► Studying was not significantly better at promoting longer-term retention than no
intervention
► MQGs were generally perceived as a viable study method by all participants and
as more effective in facilitating new content than traditional studying by Games and
Study group members.
► Results are preliminary and should be considered in the context of the current
study methodology.
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
Conclusion
►MQGs are:
►Quick to learn, easy to play
►Easily implemented into many
educational models
►Likely to facilitate recall and
retention of knowledge at lower
levels of Bloom’s taxonomy
(Bloom, 1956)
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
Questions
http://engage.doit.wisc.edu/sims_games/showcase/speechpathology/index.html
https://csd.wisc.edu/slpgames/
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
References
Bloom, B. S. (1956). Taxonomy of educational objectives. Handbook I: Cognitive domain. New York, NY: Longman.
Dihoff, R. A., Brosvic, G. M., Epstein, M. L., & Cook, M. J. (2004).Provision of feedback during preparation for academic
testing: Learning is enhanced by immediate but not delayed feedback. The Psychological Record, 54, 207–231.
Dwyer, F. M., & Cameron, B. (2005). The effect of online gaming, cognition and feedback type in facilitating delayed
achievement of different learning objectives. Journal of Interactive Learning Research,16, 243–258.
Karpicke, J. D., & Blunt, J. R. (2011). Retrieval practice produces more learning than elaborative studying with concept
mapping. Science, 331, 772–775.
McDaniel, M. A., Anderson, J. L., Derbish, M. H., & Morrisette, N.(2007). Testing the testing effect in the classroom.
European Journal of Cognitive Psychology, 19, 494–513.
Morris, C. D., Bransford, J. D., & Franks, J. J. (1977). Levelsof processing versus transfer appropriate processing.
Journal of Verbal Learning & Verbal Behavior, 16, 519–533.
Paul, S. T., Messina, J. A., & Hollis, A. M. (2006). A technologyclassroom review tool for general psychology. Teaching of
Psychology, 33, 276–279.
Prensky, M. (2001). Digital natives, digital immigrants. On the Horizon, 9(5), 1–6.
Vinney L.A., Howles L., Leverson G., & Connor N.P. (in press). Augmenting college students' study of speech-language
pathology using computer-based mini quiz games. American Journal of Speech-Language Pathology.
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
► Co-Investigator and Mentor
► Dr. Nadine Connor
► Professor of Communication Sciences and Disorders & Surgery at University of Wisconsin-Madison
► Co-investigator
► Mr. Les Howles
► Faculty Associate of the Division of Continuing Studies at University of Wisconsin Madison
► Co-investigator and statistician
► Dr. Glen Leverson
► Senior Scientist at University of Wisconsin-Madison for the School of Medicine and Public Health
► University of Wisconsin-Madison Engage to Learn Program
► Dr. Lori Bakken
► Associate Professor of Human Ecology at the University of Wisconsin-Madison
Acknowledgements
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
Speakers
K. V. Abbott Ph.D., CCC-SLP
Professor
University of Pittsburgh
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
►Reviewed paper by Vinney et al. (in press).
►Findings on the potential utility of electronic game
platforms for teaching in voice disorders.
Origins
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
►Obtained free trial version of Raptivity.
►Received guidance from Dr. Vinney and the
outstanding Raptivity team in programming.
Next steps
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
►Clinical master’s level course in Voice Disorders
►Students in the last semester of their 2-yr M.A. program;
work all day and come to class at night; most not
particularly interested in voice (more interested in child
speech and language etc.)
Application
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
►How to enhance their in-class learning?
►How to keep them awake?
Application
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
►Cognitive effort enhances learning (citations x 1 million)
►Repetition enhances learning (citations x 1 million)
►Fun enhances learning (citations x 0.05 but intuitive)
►Keeping students awake enhances learning (citations x 0
but clear)
Theory
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
►Stated differently: Games are involved, but underlying
theoretical underpinnings are non-trivial.
Theory
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
►Several lectures organized in approximately 10-minute
segments, that covered a specific topic
►Raptivity quiz then emailed to students in class, for their
immediate response and our collective review
Specifics
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
Examples
Vocal fold oscillation
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
Examples
Semi-occluded vocal tract
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
Examples
Biology of vocal fold wound healing
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
Examples
Vocal effort and dehydration
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
Examples
Factors affecting voice output intensity
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
Examples
Factors affecting vocal fold impact stress
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
Examples
Acoustic measures
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
►Voice assessment
►Case history
►Voice-related quality of life, effort measures, perceptual measures
of voice
►Physiological measures
►Acoustic measures of voice
Examples
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
►Controlled study not done as by Vinney et al.
►Informal observations and reports
►Students liked class and didn’t want to miss due to “value of game
activities”
►Students vastly more engaged than for other evening courses (by
report of other professors)
►Students generally appeared to do better on exams on relevant
materials compared to exams from previous years (informal
observation)
►Post-course student evaluations indicated Raptivity games were
among the “best” parts of the course
Results
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
►Extend and deepen games in class
(e.g., Wisconsin games posted)
►Possibly create a bank of games to
share across instructors (challenge is
that different instructors cover
different information in voice
disorders courses at different
institutions)
Future directions
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
►Ask students to create their own games and swap with partners or
other class members
►Challenge due to cost and due to difficulties with Mac platform for now
Future directions
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
Summary and conclusions
►Absolutely worth the investment
►Student involvement (based on their reports)
►Student learning (apparently)
►Instructor amusement
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
Merci
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
Questions
http://engage.doit.wisc.edu/sims_games/showcase/speechpathology/index.html
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
Meet The Rapid Interactivity builder
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
►190+ customizable interactions (diagrams,
exercises, games, simulations, videos…)
►Do-It-Yourself interface
►HTML5 & Flash publishing options
►Tracking Support (SCORM, xAPI, AICC)
►Multi-Language Support
►Seamless Integration with Authoring
Tools, LMS, websites, PPT & more
Some highlights
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
For any queries:
info@raptivity.com
www.raptivity.com Thank You

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Webinar - Applications for Raptivity in the University Classroom

  • 1. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. Applications for Raptivity in the University Classroom Webinar
  • 2. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. If you cannot hear the audio: 1. Click the arrow icon at the upper right, in the webinar panel 2. Expand the Audio section 3. Click the Audio setup 4. If necessary, choose the Use Telephone option to see a phone number you can use
  • 3. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. Speakers Lisa Vinney PhD, CCC-SLP Assistant Professor Illinois State University K. V. Abbott Ph.D., CCC-SLP Professor University of Pittsburgh
  • 4. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. Education in Speech-Language Pathology Clinician Student Goal: Knowledge & Skill
  • 5. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. How do we engage the learner?
  • 6. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. Mini Quiz Games (MQGs)
  • 7. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. The Testing Effect ►Taking a test on studied material likely promotes: ►Knowledge retrieval ► (Paul, Messina, & Hollis, 2006; Kapicke & Blunt, 2011) ►Calibration of knowledge through immediate and corrective feedback ► (McDaniel, Anderson, Derbish, & Morrisette, 2007; Dwyer & Cameron, 2005; Dihoff, Brosvic, Epstein, & Cook, 2004) ►Transfer appropriate processing ►(Morris, Bransford, & Franks, 1977)
  • 8. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. Use of games in education
  • 9. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. Focus Group Results
  • 10. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. Gap in Knowledge ►Do electronic content-specific educational games improve learning and test performance in college students beyond traditional study methods? Vinney L.A., Howles L., Leverson G., & Connor N.P. (in press). Augmenting college students' study of speech-language pathology using computer-based mini quiz games. American Journal of Speech-Language Pathology.
  • 11. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. Hypothesis MQGs + Traditional Studying MQGs Alone Will result in substantial gains in immediate recall and longer-term retention when compared with conventional study alone or no content review (control condition).
  • 12. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. Hypothesis Students will perceive MQGs more positively than traditional studying.
  • 13. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. Subjects ►93 Undergraduates ►Native English speakers ►Ages 18-23 ►No documented learning disability/cognitive impairment
  • 14. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. Groups Traditional Studying Games Both Control (no games or studying)
  • 15. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. Studying=24 Pre-test & questionnaire Game=23 Both=23 Lecture Immediate Recall Posttest & Questionnaire Control=23
  • 16. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. Longer-term Retention Follow-up Test=75 ***3 days Later*** Studying=18Game=19 Both=20 Control=18
  • 17. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. Games ►Jeopardy ►Voice Vocabulary Challenge ►Million Dollar Quiz
  • 18. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. Games
  • 19. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. Games
  • 20. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. Games
  • 21. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. 0 5 10 15 20 25 30 35 40 Mean%DifferencebetweenPretest &Posttest(adjustingforpretest) Control Games Games & Study Study Average Difference between Pretest & Posttest by Group *
  • 22. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. 0 5 10 15 20 25 30 35 40 Control Games Games and Study Study Mean%DifferencebetweenPretest& Follow-upTest(adjustingforpretest) Average Difference between Pretest & Follow-up Test by Group *
  • 23. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. Are games a viable study method? ►All Groups (93 participants) ►YES (88%, n=81) ►NO (12%, n=11)
  • 24. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. Did playing MQGs facilitate learning of lecture content? ►Games & Games/Study Groups only (46 participants) ►Yes (93%, n=43) ►No (7%, n=3)
  • 25. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. Were MQGs perceived as more or less effective than studying? ►Games/Study Group only (33 participants) ►More Effective (88%, n=29) ►Less Effective (9%, n=3) ►Just as Effective (3%, n=1)
  • 26. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. Which game was preferred? ►Games & Games/Study Groups only (46 participants) ►Million Dollar Quiz (52%, n=24) ►Voice Vocabulary Challenge(7%, n=3) ►Voice Jeopardy (17%, n=8) ►No Preference (24%, n=11)
  • 27. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. Discussion ► MQGs may be as effective as studying in facilitating recall of recently learned foundational information ► Many students would rather play games than study ► Studying was not significantly better at promoting longer-term retention than no intervention ► MQGs were generally perceived as a viable study method by all participants and as more effective in facilitating new content than traditional studying by Games and Study group members. ► Results are preliminary and should be considered in the context of the current study methodology.
  • 28. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. Conclusion ►MQGs are: ►Quick to learn, easy to play ►Easily implemented into many educational models ►Likely to facilitate recall and retention of knowledge at lower levels of Bloom’s taxonomy (Bloom, 1956)
  • 29. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. Questions http://engage.doit.wisc.edu/sims_games/showcase/speechpathology/index.html https://csd.wisc.edu/slpgames/
  • 30. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. References Bloom, B. S. (1956). Taxonomy of educational objectives. Handbook I: Cognitive domain. New York, NY: Longman. Dihoff, R. A., Brosvic, G. M., Epstein, M. L., & Cook, M. J. (2004).Provision of feedback during preparation for academic testing: Learning is enhanced by immediate but not delayed feedback. The Psychological Record, 54, 207–231. Dwyer, F. M., & Cameron, B. (2005). The effect of online gaming, cognition and feedback type in facilitating delayed achievement of different learning objectives. Journal of Interactive Learning Research,16, 243–258. Karpicke, J. D., & Blunt, J. R. (2011). Retrieval practice produces more learning than elaborative studying with concept mapping. Science, 331, 772–775. McDaniel, M. A., Anderson, J. L., Derbish, M. H., & Morrisette, N.(2007). Testing the testing effect in the classroom. European Journal of Cognitive Psychology, 19, 494–513. Morris, C. D., Bransford, J. D., & Franks, J. J. (1977). Levelsof processing versus transfer appropriate processing. Journal of Verbal Learning & Verbal Behavior, 16, 519–533. Paul, S. T., Messina, J. A., & Hollis, A. M. (2006). A technologyclassroom review tool for general psychology. Teaching of Psychology, 33, 276–279. Prensky, M. (2001). Digital natives, digital immigrants. On the Horizon, 9(5), 1–6. Vinney L.A., Howles L., Leverson G., & Connor N.P. (in press). Augmenting college students' study of speech-language pathology using computer-based mini quiz games. American Journal of Speech-Language Pathology.
  • 31. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. ► Co-Investigator and Mentor ► Dr. Nadine Connor ► Professor of Communication Sciences and Disorders & Surgery at University of Wisconsin-Madison ► Co-investigator ► Mr. Les Howles ► Faculty Associate of the Division of Continuing Studies at University of Wisconsin Madison ► Co-investigator and statistician ► Dr. Glen Leverson ► Senior Scientist at University of Wisconsin-Madison for the School of Medicine and Public Health ► University of Wisconsin-Madison Engage to Learn Program ► Dr. Lori Bakken ► Associate Professor of Human Ecology at the University of Wisconsin-Madison Acknowledgements
  • 32. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. Speakers K. V. Abbott Ph.D., CCC-SLP Professor University of Pittsburgh
  • 33. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. ►Reviewed paper by Vinney et al. (in press). ►Findings on the potential utility of electronic game platforms for teaching in voice disorders. Origins
  • 34. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. ►Obtained free trial version of Raptivity. ►Received guidance from Dr. Vinney and the outstanding Raptivity team in programming. Next steps
  • 35. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. ►Clinical master’s level course in Voice Disorders ►Students in the last semester of their 2-yr M.A. program; work all day and come to class at night; most not particularly interested in voice (more interested in child speech and language etc.) Application
  • 36. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. ►How to enhance their in-class learning? ►How to keep them awake? Application
  • 37. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. ►Cognitive effort enhances learning (citations x 1 million) ►Repetition enhances learning (citations x 1 million) ►Fun enhances learning (citations x 0.05 but intuitive) ►Keeping students awake enhances learning (citations x 0 but clear) Theory
  • 38. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. ►Stated differently: Games are involved, but underlying theoretical underpinnings are non-trivial. Theory
  • 39. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. ►Several lectures organized in approximately 10-minute segments, that covered a specific topic ►Raptivity quiz then emailed to students in class, for their immediate response and our collective review Specifics
  • 40. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. Examples Vocal fold oscillation
  • 41. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. Examples Semi-occluded vocal tract
  • 42. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. Examples Biology of vocal fold wound healing
  • 43. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. Examples Vocal effort and dehydration
  • 44. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. Examples Factors affecting voice output intensity
  • 45. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. Examples Factors affecting vocal fold impact stress
  • 46. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. Examples Acoustic measures
  • 47. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. ►Voice assessment ►Case history ►Voice-related quality of life, effort measures, perceptual measures of voice ►Physiological measures ►Acoustic measures of voice Examples
  • 48. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. ►Controlled study not done as by Vinney et al. ►Informal observations and reports ►Students liked class and didn’t want to miss due to “value of game activities” ►Students vastly more engaged than for other evening courses (by report of other professors) ►Students generally appeared to do better on exams on relevant materials compared to exams from previous years (informal observation) ►Post-course student evaluations indicated Raptivity games were among the “best” parts of the course Results
  • 49. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. ►Extend and deepen games in class (e.g., Wisconsin games posted) ►Possibly create a bank of games to share across instructors (challenge is that different instructors cover different information in voice disorders courses at different institutions) Future directions
  • 50. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. ►Ask students to create their own games and swap with partners or other class members ►Challenge due to cost and due to difficulties with Mac platform for now Future directions
  • 51. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. Summary and conclusions ►Absolutely worth the investment ►Student involvement (based on their reports) ►Student learning (apparently) ►Instructor amusement
  • 52. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. Merci
  • 53. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. Questions http://engage.doit.wisc.edu/sims_games/showcase/speechpathology/index.html
  • 54. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. Meet The Rapid Interactivity builder
  • 55. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. ►190+ customizable interactions (diagrams, exercises, games, simulations, videos…) ►Do-It-Yourself interface ►HTML5 & Flash publishing options ►Tracking Support (SCORM, xAPI, AICC) ►Multi-Language Support ►Seamless Integration with Authoring Tools, LMS, websites, PPT & more Some highlights
  • 56. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved.
  • 57. Copyright © 2016 Harbinger Knowledge Products Pvt. Ltd. All Rights Reserved. For any queries: info@raptivity.com www.raptivity.com Thank You