Motivating instructional design changes in campus instructors
1. Motivating Instructional
Design Changes in
Campus Instructors
Naomi Wahls
Except where otherwise noted this presentation is available under a Creative
Commons Attribution 4.0 international license Please attribute TU Delft
2. Agenda
● Instructor community
● Supported Tools
● Multimedia
● Making videos from home
● Engaging and motivating students
● Connecting online students with on-campus students
● Icebreaker activities
● Social presence
● Games
● Q&A
4. Icebreaker activities
• Introduce yourself discussion
– What motivates you to be in this program?
– class song list
• Virtual scavenger hunt
• Individual in person scavenger hunt/find
the digital treasure
7. Socializing
If you build it, they will come…
but…
if you don’t build it, they will build it without
you (and likely not invite you).
Photo by Jason Wong on Unsplash
8. Community of Instructors -
Different Levels of Technology
Photo by Shyam Sundar Hemamalini on
Unsplash
Photo by Anastasia Dulgier on
Unsplash
9. Build Confidence - Grateful
What are you grateful for in your profession
or career?
11. ...In Supported Tools
Types of Tools
• Fully supported
• Integrated
• Familiar tool
• Not supported
• Not recommended
• Beta testing
Purpose of tool:
• Creating content
• Connecting
and/or engaging
with students
• For the students
to use
12. GDPR Approved Tools
TU Delft list of GDPR approved tools
Guide to GDPR (General Data Protection Regulation)
13. Basics of the Live Classrooms
• Be 15-30 minutes early
• Be available to stay after
• Plan interactions
• Have facilitators
• Part of the normal in person class time
needs to be asynchronous
• Communication plan
20. Engaging and motivating students
• Sparking interest
• Getting students
to want to
participate
• Maintaining
motivation
• Rewards
• Hidden content
• Adding elements
of fun
• Challenges
• Storytelling -
Garr Reynolds
21. Blending on-campus and online
• How long to warm up to
interacting?
• How long does it take to
collaborate and work
together online in a
course?
• General complications
and social norms Photo by Jake Weirick
on Unsplash
22. Super heroes and legends
What super hero or
legend do you identify
with and why?
TK Hammonds
23. Social presence
• Creating an image
• Profile picture
• Tone of writing /
images
• Avatars
• Potential audience Photo by Ravi Sharma on Unsplash
25. Gamifying a course
• quests/challenges
• presentation of instructions/storytelling
• rules
• personalizing a character
• exploring
• making choices
• having the ability to fail
• backpack/bags/kit to support the player in the game
• socializing in small groups/group quests
26. Jesper Juul defines a game as:
1. “a rule-based formal system;
2. with variable and quantifiable outcomes;
3. where different outcomes are assigned different values
4. where the player exerts effort in order to influence the
outcome;
5. the player feels emotionally attached to the outcome;
6. and the consequences of the activity are optional and
negotiable (Juul 6-7).”
7. a simplified and easy to use environment
28. TU Delft - Online Learning Hub
https://onlinelearninghub.tudelft.nl/
29. Open Educational Resources
● Copyright
● List of Repositories - Open Educational
Resources
– OER Metafinder
Performs a simultaneous search across 21 different sources of open educational
materials, including BC Campus, Directory of Open Access Books (DOAB), Merlot, OER
Commons, OpenStax, Open Textbook Library.
– OASIS (Openly Available Sources Integrated Search)
Performs a simultaneous search across 97 different sources of open education materials,
including BC Campus, Directory of Open Access Books (DOAB), OpenStax, Open
Textbook Library, Suny OER Services, TU Delft Open Course Ware, TU Delft Open
Books
30. TU Delft Professional
Development
Designing an Online Course
• 6 October - 31 October 2020
• 12 January - 8 February 2021
Teaching an Online Course
• November 10 - 7 December 2020
• 23 February - 22 March 2021
33. Reference
Juul, Jesper. Half-real: Video Games between Real Rules and
Fictional Worlds. Cambridge, MA: The MIT Press. London, England,
2005. Print.