Students’ Learning Experiences in the Digital Age

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    Notes on slide 1

    My name is Mick Grimley I have to tell you that the other presenter for this session John O’Donahue has withdrawn so it’s just me but what I was hoping to do is to keep to time and try to finish so that people can get to the next session in another room if they wish to I going to be reporting on data from the first 2 years of a 3 year study I finished collecting the rest of my data just before I flew over on Monday I haven’t had a great amount of time to sit down and think about or even analyse fully my data yet and I ‘m only reporting on a small amount of the data but it would be great if I could get some ideas and thoughts on this during todays session It’s not very often you get a group of highly intelligent academics together in 1 room to discuss your own work, so I want to make the most of it

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    Students’ Learning Experiences in the Digital Age - Presentation Transcript

    1. Students’ Learning Experiences in the Digital Age Mick Grimley, Richard Green and Trond Nilsen University of Canterbury, New Zealand
    2. Aims and Background
      • Many students are now what Prensky (2001) calls Digital Natives
      • They are accustomed to working digitally
      • But do they expect/benefit from a more digital style of engagement as opposed to traditional expository methods (e.g. Lectures)
      • In this paper I ask the question:
        • What is the students’ experience of learning through computer games compared to traditional lectures?
    3. Design
      • 1 st Year (Stage 1) University BA course (basic Educational Psychology concepts)
        • Year 1 (42 male, 17 female)
          • Delivered in traditional mode (as lectures)
        • Year 2 (21 male, 10 female)
          • Half traditional lectures, half transformed into computer game modules
    4. Data Collection
      • Csikszentmihalyi’s Experience Sampling Method (ESM) designed to capture real time experience and measure feelings of flow (flow being the highly motivational state and pleasant experience described in the writings of Csikszentmihalyi)
        • Experience sampling Form (Csikszentmihalyi, Rathunde & Whalen, 1997, p52-53)
        • 1 per 1 hour lecture (randomly administered)
    5. Experience Indicators Did you feel any pain or discomfort as you were beeped? Challenges of the activity Your skills in the activity Was the activity important to you? Was the activity important to others? Were you succeeding at what you were doing? Do you wish you had been doing something else? Were you satisfied with how you were doing? How important was this activity in relation to your overall goals? Alert – drowsy Happy – sad Irritable – cheerful Strong – weak Active – passive Lonely – sociable Ashamed – proud Involved – detached Excited – bored Closed – open Clear – confused Tense – relaxed Competitive – co-op How well were you concentrating? Was it hard to concentrate? How self conscious were you? Did you feel good about yourself? Were you in control of the situation? Were you living up to your own expectations? Were you living up to others expectations? Physical Indicator Feelings about the Activity Mood Scales Feelings About the Situation
    6. Results
      • When delivery is digital compared to traditional delivery:
        • Students’ report that their:
          • concentration is higher
          • mood is less sociable
        • Students’ report that they are:
          • more involved
          • more confused
          • more competitive
          • more challenged
          • having less success
          • more self conscious
          • more alert
          • happier
          • less irritable
          • more active
          • more excited
    7. Results
      • According to Csikszentmihalyi we can characterise
      • 4 states of experience in a particular activity as:
      • high challenge & high skill = flow
      • low challenge & low skill = boredom
      • low challenge & high skill = relaxation
      • high challenge & low skill = anxiety
      • This study showed that :
        • boredom was the most prevalent state for traditional lectures
        • anxiety or flow were the most prevalent states for the game experience.
    8. Discussion-Over to you!
          • mood is less sociable
          • more confused
          • having less success
          • more self conscious
          • Game mode flow
          • state=anxiety
          • concentration is higher
          • more involved
          • more competitive
          • more challenged
          • more alert
          • happier
          • less irritable
          • more active
          • more excited
          • Trad lecture flow state=bored
          • Game mode flow state=flow
      Unexpected Results? Expected results?

    + Mick GrimleyMick Grimley, 10 months ago

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