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Taking Active Learning to the Next Level: 
Increasing Student Engagement by Blending Face-to-Face 
Instruction and Digital Learning Objects 
ECIL 2014 | October 20-23 | Dubrovnik, Croatia 
Lindsey McLean Elisa Slater Acosta 
Instructional Design Librarian Library Instruction Coordinator 
lindsey.mclean2@lmu.edu elisa.acosta@lmu.edu 
Loyola Marymount University, Los Angeles, U.S.A. 
THANK YOU WILLIAM H. HANNON LIBRARY RESEARCH INCENTIVE GRANT
PART ONE 
On the road to developing hybrid instruction
INSTRUCTIONAL CHALLENGE
THE HYBRID APPROACH 
BLENDS…
BLENDING INSTRUCTION
PART TWO 
Increasing student engagement with 
gamification
IS IT ACTIVE?
EVALUATING 
SOURCES 
WORKSHEET 
 Students were paired up 
and given a source to 
evaluate 
 Using the worksheet the 
student pairs answered 
questions about the source 
they were given 
 Discussion with the 
librarian after completing 
the worksheet
FORMATIVE 
ASSESSMEN 
T 
 Librarian Peer Observation 
 Low completion rates for 
the worksheet 
“Lack of Student Engagement”
RADAR Game 
 Students were paired up 
and given a source to 
evaluate 
 Using the resources in the 
course LibGuide and hints 
in the RADAR Game the 
student pairs answered 
questions about the source 
they were given 
 Discussion with the 
librarian after completing 
the RADAR Game
GAMIFICATIO 
N 
 Incorporating Friendly 
Competition (points) 
 Motivational Feedback 
(stars) 
 Measure Progress (showing 
star count) 
 Reward effort (getting the 
answer right on the first try 
earns more points)
GAMIFICATIO 
N 
 Incorporating Friendly 
Competition (points) 
 Motivational Feedback 
(stars) 
 Measure Progress (showing 
star count) 
 Reward effort (getting the 
answer right on the first try 
earns more points)
GAMIFICATIO 
N 
 Incorporating Friendly 
Competition (points) 
 Motivational Feedback 
(stars) 
 Measure Progress (showing 
star count) 
 Reward effort (getting the 
answer right on the first try 
earns more points)
GAMIFICATIO 
N 
 Incorporating Friendly 
Competition (points) 
 Motivational Feedback 
(stars) 
 Measure Progress (showing 
star count) 
 Reward effort (getting the 
answer right on the first try 
earns more points)
GAMIFICATIO 
N 
 Incorporating Friendly 
Competition (points) 
 Motivational Feedback 
(stars) 
 Measure Progress (showing 
star count) 
 Reward effort (getting the 
answer right on the first try 
earns more points)
PART THREE 
Student & Librarian Survey Results
#d05e3f
ADDITIONAL MATERIALS 
ONLINE LEARNING 
OBJECTS 
• RADAR GAME 
• RESEARCH STRATEGIES 
ONLINE RESOURCES 
• PRIMO 
• MERLOT 
• ACTIVE LEARNING LIBGUIDE 
• TUTORIAL DESIGN 
RECOMMENDATIONS 
• ARTICULATE TECH 
SPECIFICATIONS 
FLIPPED CLASSROOMS 
• ASSESSING GAMES-BASED LEARNING 
IN INSTRUCTION 
• THE FLIPPED CLASSROOM FOR LIBRARY 
INSTRUCTION 
• KEEPING UP WITH FLIPPED 
CLASSROOMS: AMERICAN LIBRARY 
ASSOCIATION 
• KEEPING UP WITH... GAMIFICATION: 
AMERICAN LIBRARY ASSOCIATION
REFERENCES 
Betrancourt, M. “The animation and interactivity principles in multimedia learning.” Cambridge handbook of multimedia learning (Ed.) R. E. Mayer. New York: Cambridge University Press, 
2005 (p. 287–296). Print. 
Blummer, Barbara A. and Olga Kritskaya. “Best practices for creating an online tutorial: A literature review.” Journal of Web Librarianship 3.3 (2009): 199-216. Taylor and Francis Online. 
Web. 5 Nov 2012. 
Dewald, Nancy H. “Transporting good library instruction practices into the web environment: An analysis of online tutorials.” The Journal of Academic Librarianship 25.1 (1999): 26-3. 
ScienceDirect. Web. 5 Nov 2012. 
Dewald, Nancy H. "Web-Based Library Instruction: What Is Good Pedagogy?." Information Technology & Libraries 18.1 (1999): 26-31. OmniFile Full Text Mega (H.W. Wilson). Web. 9 Nov. 
2012. 
Dewey, Russell A. “Writing Multiple Choice Items which Require Comprehension.” Psycwww.com. n.p., n.d. Web. 9 Nov 2012. 
Grassian, Esther S. and Joan R. Kaplowitz. Information Literacy Instruction: Theory and Practice. 2nd Edition. New York: Neal-Schuman Publishers, Inc. 2009. Print. 
Karpicke, Jeffrey D. “Retrieval-Based Learning : Active Retrieval Promotes Meaningful Learning,” Current Directions in Psychological Science. 21.3 (2012): 157–163. SAGE Journals. Web. 9 
Nov 2012. 
Mandalios, J. (2013). RADAR: An approach for helping students evaluate Internet sources. Journal of Information Science. doi:10.1177/0165551513478889 
McGee, P., & Reis, A. (2012). Blended Course Design: A Synthesis of Best Practices. Journal Of Asynchronous Learning Networks, 16(4), 7-22. 
Mehlenbacher, Brad, et al. "Usable E-Learning: A Conceptual Model for Evaluation and Design." Proceedings of the HCI International 2005: 11th International Conference on Human- 
Computer Interaction, Volume 4 - Theories, Models, and Processes in HCI. LAs Vegas, NV: Mira Digital P, 1-10. 
Mestre, Lois S. “Student preference for tutorial design: a usability study.” Reference Services Review 40.2: (2012):258 – 276. Emerald Journals. Web. 5 Nov 2012. 
Nielsen, Jakob. “Enhancing the Explanatory Power of Usability Heuristics.” CHI '94 Proceedings of the SIGCHI conference on Human factors in computing systems: celebrating 
interdependence. New York, NY: ACM, 1994. 
Nielsen, Jakob. “Ten Usability Heuristics.” http://www.useit.com/papers/heuristic/heuristic_list.html. Jakob Nielsen, 2005. Web. 15 May 2012. 
Plumb, Tawnya. K. “Creating electronic tutorials: On your mark, get set, go!” Journal of Electronic Resources Librarianship 22.1(2010): 49-64. Taylor and Francis Online. Web. 5 Nov 2012. 
Reece, Gwendolyn J. “Critical thinking and cognitive transfer: Implications for the development of online information literacy tutorials.” Research Strategies, 20.4: (2005: 482-493. 
ScienceDirect. Web. 9 Nov 2012. 
Smith, Susan Sharpless. Web-Based Instruction: A Guide for Libraries. 3rd edition. Chicago: American Library Association. 2010. Print. 
Tancheva, Kornelia. “Online Tutorials for Library Instruction: An Ongoing Project Under Constant Revision.” ACRL Eleventh National Conference. Charlotte, NC, 10-13 April 2003. 
Tognazzini, Bruce. “First Principles of Interaction Design.” http://www.asktog.com/basics/firstPrinciples.html. Neilsen Norman Group. n.d. Web. 15 May 2012. 
Turkay, S., Hoffman, D., Kinzer, C. K., Chantes, P., & Vicari, C. (2014). Toward Understanding the Potential of Games for Learning: Learning Theory, Game Design Characteristics, and Situating 
Video Games in Classrooms. Computers in the Schools, 31(1-2), 2–22. doi:10.1080/07380569.2014.890879 
Winograd, Terry and Fernando Flores. Understanding Computers and Cognition: A New Foundation for Design. Norwood, NJ: Ablex Publishing Corporation, 1986. Print. 
Wu, W.-H., Hsiao, H.-C., Wu, P.-L., Lin, C.-H., & Huang, S.-H. (2012). Investigating the Learning-Theory Foundations of Game-Based Learning: A Meta-Analysis. Journal of Computer Assisted 
Learning, 28(3), 265–279. 
Zhang, Li. “Effectively Incorporating Instructional Media into Web-Based Information Literacy.” The Electronic Library 24.3 (2006): 294-306. . Emerald Journals. Web. 5 Nov 2012.

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Increasing Student Engagement with Blended Learning and Gamification

  • 1. Taking Active Learning to the Next Level: Increasing Student Engagement by Blending Face-to-Face Instruction and Digital Learning Objects ECIL 2014 | October 20-23 | Dubrovnik, Croatia Lindsey McLean Elisa Slater Acosta Instructional Design Librarian Library Instruction Coordinator lindsey.mclean2@lmu.edu elisa.acosta@lmu.edu Loyola Marymount University, Los Angeles, U.S.A. THANK YOU WILLIAM H. HANNON LIBRARY RESEARCH INCENTIVE GRANT
  • 2. PART ONE On the road to developing hybrid instruction
  • 6. PART TWO Increasing student engagement with gamification
  • 8. EVALUATING SOURCES WORKSHEET  Students were paired up and given a source to evaluate  Using the worksheet the student pairs answered questions about the source they were given  Discussion with the librarian after completing the worksheet
  • 9. FORMATIVE ASSESSMEN T  Librarian Peer Observation  Low completion rates for the worksheet “Lack of Student Engagement”
  • 10. RADAR Game  Students were paired up and given a source to evaluate  Using the resources in the course LibGuide and hints in the RADAR Game the student pairs answered questions about the source they were given  Discussion with the librarian after completing the RADAR Game
  • 11. GAMIFICATIO N  Incorporating Friendly Competition (points)  Motivational Feedback (stars)  Measure Progress (showing star count)  Reward effort (getting the answer right on the first try earns more points)
  • 12. GAMIFICATIO N  Incorporating Friendly Competition (points)  Motivational Feedback (stars)  Measure Progress (showing star count)  Reward effort (getting the answer right on the first try earns more points)
  • 13. GAMIFICATIO N  Incorporating Friendly Competition (points)  Motivational Feedback (stars)  Measure Progress (showing star count)  Reward effort (getting the answer right on the first try earns more points)
  • 14. GAMIFICATIO N  Incorporating Friendly Competition (points)  Motivational Feedback (stars)  Measure Progress (showing star count)  Reward effort (getting the answer right on the first try earns more points)
  • 15. GAMIFICATIO N  Incorporating Friendly Competition (points)  Motivational Feedback (stars)  Measure Progress (showing star count)  Reward effort (getting the answer right on the first try earns more points)
  • 16. PART THREE Student & Librarian Survey Results
  • 18.
  • 19.
  • 20.
  • 21. ADDITIONAL MATERIALS ONLINE LEARNING OBJECTS • RADAR GAME • RESEARCH STRATEGIES ONLINE RESOURCES • PRIMO • MERLOT • ACTIVE LEARNING LIBGUIDE • TUTORIAL DESIGN RECOMMENDATIONS • ARTICULATE TECH SPECIFICATIONS FLIPPED CLASSROOMS • ASSESSING GAMES-BASED LEARNING IN INSTRUCTION • THE FLIPPED CLASSROOM FOR LIBRARY INSTRUCTION • KEEPING UP WITH FLIPPED CLASSROOMS: AMERICAN LIBRARY ASSOCIATION • KEEPING UP WITH... GAMIFICATION: AMERICAN LIBRARY ASSOCIATION
  • 22. REFERENCES Betrancourt, M. “The animation and interactivity principles in multimedia learning.” Cambridge handbook of multimedia learning (Ed.) R. E. Mayer. New York: Cambridge University Press, 2005 (p. 287–296). Print. Blummer, Barbara A. and Olga Kritskaya. “Best practices for creating an online tutorial: A literature review.” Journal of Web Librarianship 3.3 (2009): 199-216. Taylor and Francis Online. Web. 5 Nov 2012. Dewald, Nancy H. “Transporting good library instruction practices into the web environment: An analysis of online tutorials.” The Journal of Academic Librarianship 25.1 (1999): 26-3. ScienceDirect. Web. 5 Nov 2012. Dewald, Nancy H. "Web-Based Library Instruction: What Is Good Pedagogy?." Information Technology & Libraries 18.1 (1999): 26-31. OmniFile Full Text Mega (H.W. Wilson). Web. 9 Nov. 2012. Dewey, Russell A. “Writing Multiple Choice Items which Require Comprehension.” Psycwww.com. n.p., n.d. Web. 9 Nov 2012. Grassian, Esther S. and Joan R. Kaplowitz. Information Literacy Instruction: Theory and Practice. 2nd Edition. New York: Neal-Schuman Publishers, Inc. 2009. Print. Karpicke, Jeffrey D. “Retrieval-Based Learning : Active Retrieval Promotes Meaningful Learning,” Current Directions in Psychological Science. 21.3 (2012): 157–163. SAGE Journals. Web. 9 Nov 2012. Mandalios, J. (2013). RADAR: An approach for helping students evaluate Internet sources. Journal of Information Science. doi:10.1177/0165551513478889 McGee, P., & Reis, A. (2012). Blended Course Design: A Synthesis of Best Practices. Journal Of Asynchronous Learning Networks, 16(4), 7-22. Mehlenbacher, Brad, et al. "Usable E-Learning: A Conceptual Model for Evaluation and Design." Proceedings of the HCI International 2005: 11th International Conference on Human- Computer Interaction, Volume 4 - Theories, Models, and Processes in HCI. LAs Vegas, NV: Mira Digital P, 1-10. Mestre, Lois S. “Student preference for tutorial design: a usability study.” Reference Services Review 40.2: (2012):258 – 276. Emerald Journals. Web. 5 Nov 2012. Nielsen, Jakob. “Enhancing the Explanatory Power of Usability Heuristics.” CHI '94 Proceedings of the SIGCHI conference on Human factors in computing systems: celebrating interdependence. New York, NY: ACM, 1994. Nielsen, Jakob. “Ten Usability Heuristics.” http://www.useit.com/papers/heuristic/heuristic_list.html. Jakob Nielsen, 2005. Web. 15 May 2012. Plumb, Tawnya. K. “Creating electronic tutorials: On your mark, get set, go!” Journal of Electronic Resources Librarianship 22.1(2010): 49-64. Taylor and Francis Online. Web. 5 Nov 2012. Reece, Gwendolyn J. “Critical thinking and cognitive transfer: Implications for the development of online information literacy tutorials.” Research Strategies, 20.4: (2005: 482-493. ScienceDirect. Web. 9 Nov 2012. Smith, Susan Sharpless. Web-Based Instruction: A Guide for Libraries. 3rd edition. Chicago: American Library Association. 2010. Print. Tancheva, Kornelia. “Online Tutorials for Library Instruction: An Ongoing Project Under Constant Revision.” ACRL Eleventh National Conference. Charlotte, NC, 10-13 April 2003. Tognazzini, Bruce. “First Principles of Interaction Design.” http://www.asktog.com/basics/firstPrinciples.html. Neilsen Norman Group. n.d. Web. 15 May 2012. Turkay, S., Hoffman, D., Kinzer, C. K., Chantes, P., & Vicari, C. (2014). Toward Understanding the Potential of Games for Learning: Learning Theory, Game Design Characteristics, and Situating Video Games in Classrooms. Computers in the Schools, 31(1-2), 2–22. doi:10.1080/07380569.2014.890879 Winograd, Terry and Fernando Flores. Understanding Computers and Cognition: A New Foundation for Design. Norwood, NJ: Ablex Publishing Corporation, 1986. Print. Wu, W.-H., Hsiao, H.-C., Wu, P.-L., Lin, C.-H., & Huang, S.-H. (2012). Investigating the Learning-Theory Foundations of Game-Based Learning: A Meta-Analysis. Journal of Computer Assisted Learning, 28(3), 265–279. Zhang, Li. “Effectively Incorporating Instructional Media into Web-Based Information Literacy.” The Electronic Library 24.3 (2006): 294-306. . Emerald Journals. Web. 5 Nov 2012.

Editor's Notes

  1.  The Sloan Consortium defined hybrid courses as those that “integrate online with traditional face-to-face class activities in a planned, pedagogically valuable manner.”
  2. How we blended at first: Online tutorial for homework to cover the mechanics of searching and a few other search strategies. This was done before the in-person instruction. Benefits: Students who completed the online tutorial as homework came to the instruction session “warmed-up” for library instruction – ready to learn Librarians had more time to discuss evaluating sources with the students and complete the evaluating sources in-class exercise.
  3. the paper-based, active learning exercise the students completed in class was “gamified” and transformed into a digital learning object (The RADAR GAME) to increase student engagement and learning. Gamification is the process of transforming a non-game instructional activity using game design thinking to increase motivation and engagement. We will discuss the game design components used in the redesign of this active learning exercise to meet the goal of increased student engagement. Some of the gamification techniques to be discussed include motivational feedback, collaboration, and competition.
  4. the paper-based, active learning exercise the students completed in class was “gamified” and transformed into a digital learning object (The RADAR GAME) to increase student engagement and learning. Gamification is the process of transforming a non-game instructional activity using game design thinking to increase motivation and engagement. We will discuss the game design components used in the redesign of this active learning exercise to meet the goal of increased student engagement. Some of the gamification techniques to be discussed include motivational feedback, collaboration, and competition.
  5. the paper-based, active learning exercise the students completed in class was “gamified” and transformed into a digital learning object (The RADAR GAME) to increase student engagement and learning. Gamification is the process of transforming a non-game instructional activity using game design thinking to increase motivation and engagement. We will discuss the game design components used in the redesign of this active learning exercise to meet the goal of increased student engagement. Some of the gamification techniques to be discussed include motivational feedback, collaboration, and competition.
  6. the paper-based, active learning exercise the students completed in class was “gamified” and transformed into a digital learning object (The RADAR GAME) to increase student engagement and learning. Gamification is the process of transforming a non-game instructional activity using game design thinking to increase motivation and engagement. We will discuss the game design components used in the redesign of this active learning exercise to meet the goal of increased student engagement. Some of the gamification techniques to be discussed include motivational feedback, collaboration, and competition.
  7. the paper-based, active learning exercise the students completed in class was “gamified” and transformed into a digital learning object (The RADAR GAME) to increase student engagement and learning. Gamification is the process of transforming a non-game instructional activity using game design thinking to increase motivation and engagement. We will discuss the game design components used in the redesign of this active learning exercise to meet the goal of increased student engagement. Some of the gamification techniques to be discussed include motivational feedback, collaboration, and competition.
  8. the paper-based, active learning exercise the students completed in class was “gamified” and transformed into a digital learning object (The RADAR GAME) to increase student engagement and learning. Gamification is the process of transforming a non-game instructional activity using game design thinking to increase motivation and engagement. We will discuss the game design components used in the redesign of this active learning exercise to meet the goal of increased student engagement. Some of the gamification techniques to be discussed include motivational feedback, collaboration, and competition.
  9. the paper-based, active learning exercise the students completed in class was “gamified” and transformed into a digital learning object (The RADAR GAME) to increase student engagement and learning. Gamification is the process of transforming a non-game instructional activity using game design thinking to increase motivation and engagement. We will discuss the game design components used in the redesign of this active learning exercise to meet the goal of increased student engagement. Some of the gamification techniques to be discussed include motivational feedback, collaboration, and competition.
  10. the paper-based, active learning exercise the students completed in class was “gamified” and transformed into a digital learning object (The RADAR GAME) to increase student engagement and learning. Gamification is the process of transforming a non-game instructional activity using game design thinking to increase motivation and engagement. We will discuss the game design components used in the redesign of this active learning exercise to meet the goal of increased student engagement. Some of the gamification techniques to be discussed include motivational feedback, collaboration, and competition.
  11. the paper-based, active learning exercise the students completed in class was “gamified” and transformed into a digital learning object (The RADAR GAME) to increase student engagement and learning. Gamification is the process of transforming a non-game instructional activity using game design thinking to increase motivation and engagement. We will discuss the game design components used in the redesign of this active learning exercise to meet the goal of increased student engagement. Some of the gamification techniques to be discussed include motivational feedback, collaboration, and competition.