Webinar - Applications for Raptivity in the University Classroom
Transcript of Webinar - Applications for Raptivity in the University Classroom
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Applications for Raptivity in the University Classroom
Webinar
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Speakers
Lisa Vinney PhD, CCC-SLPAssistant Professor
Illinois State University
K. V. Abbott Ph.D., CCC-SLPProfessor
University of Pittsburgh
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Education in Speech-Language Pathology
Clinician Student
Goal: Knowledge & Skill
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How do we engage the learner?
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Mini Quiz Games (MQGs)
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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)
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VS
Use of games in education
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Focus Group Results
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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.
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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).
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Hypothesis
Students will perceive MQGs more positively than traditional studying.
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Subjects
► 93 Undergraduates► Native English speakers► Ages 18-23► No documented
learning disability/cognitive impairment
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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
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Longer-term Retention Follow-up Test=75
***3 days Later***Studying=1
8Game=19 Both=20 Control=18
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Games
►Jeopardy►Voice
Vocabulary Challenge
►Million Dollar Quiz
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Games
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Games
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Games
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Control Games Games and Study Study 0
5
10
15
20
25
30
35
40
Average Difference between Pretest & Posttest by Group
Control Games Games & Study StudyMea
n %
Diff
eren
ce b
etw
een
Pret
est
& P
ostt
est (
adju
sting
for p
rete
st) *
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Control Games Games and Study
Study 0
5
10
15
20
25
30
35
40
Average Difference between Pretest & Follow-up Test by Group
Mea
n %
Diff
eren
ce b
etw
een
Pret
est
& F
ollo
w-u
p Te
st (a
djus
ting
for
pret
est)
*
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Are games a viable study method?
► All Groups (93 participants)► YES (88%, n=81)► NO (12%, n=11)
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Did playing MQGs facilitate learning of lecture content?
► Games & Games/Study Groups only (46 participants)► Yes (93%, n=43)► No (7%, n=3)
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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)
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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)
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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.
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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)
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Questions
http://engage.doit.wisc.edu/sims_games/showcase/speechpathology/index.htmlhttps://csd.wisc.edu/slpgames/
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ReferencesBloom, 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.
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► 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
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Speakers
K. V. Abbott Ph.D., CCC-SLPProfessor
University of Pittsburgh
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► Reviewed paper by Vinney et al. (in press).
► Findings on the potential utility of electronic game platforms for teaching in voice disorders.
Origins
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► Obtained free trial version of Raptivity.
► Received guidance from Dr. Vinney and the outstanding Raptivity team in programming.
Next steps
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► 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
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► How to enhance their in-class learning?
► How to keep them awake?
Application
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► 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
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► Stated differently: Games are involved, but underlying theoretical underpinnings are non-trivial.
Theory
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► 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
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Examples
Vocal fold oscillation
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Examples
Semi-occluded vocal tract
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Examples
Biology of vocal fold wound healing
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Examples
Vocal effort and dehydration
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Examples
Factors affecting voice output intensity
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Examples
Factors affecting vocal fold impact stress
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Examples
Acoustic measures
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► Voice assessment ► Case history► Voice-related quality of life, effort measures, perceptual
measures of voice► Physiological measures ► Acoustic measures of voice
Examples
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► 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
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► 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
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► 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
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Summary and conclusions
► Absolutely worth the investment► Student involvement (based on their
reports)► Student learning (apparently)► Instructor amusement
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Merci
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Questions
http://engage.doit.wisc.edu/sims_games/showcase/speechpathology/index.html
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Meet The Rapid Interactivity builder
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► 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
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For any queries:
www.raptivity.com Thank You