Tuesday, May 5, 2009

Transformative and Engaging Learning Environment

The computing power is growing exponentially resulting in massive purchase of digital devices for home use, school use, office use, etc. Due to the influx of such devices there is a dramatic increase in the adoption of technology-driven activities to enhance students’ experience inside the classroom. The paper will take readers for a long journey to understand the importance of transformative and engaging instructions. The plea is to buckle up and enjoy the motivational and engaging instructional design principles. We will look at the different motivations and their role in a technology-driven classroom. Keller and Litchfield (2007) addressed three levels of motivation: motivation to learn, motivation to work, and self-motivation. In order to understand motivation one needs to have “knowledge of motivational principles”, “methods for analyzing learner motivation,” and “methods for designing relevant motivational tactics.”

The new technology applications like facebook, wikis, twitter, virtual environments and other collaborative softwares demand innovative ways to engage learners who have had influence of the digital wave. It is important for educators to understand how the electronic communication, Web and gaming technology have changed the way learners learn and socialize. Today, learners are more content with text messaging, emailing and instant messaging, they use these platforms intensely. Educators have the duty to influence their teaching styles with this electronic media in order to keep learners interested. It is imperative for them to understand some of the classroom organizational dynamics that makes a class boring and less engaging. Once educators have that understanding and have their teaching methods in-line with students’ way of doing things then they could give them the most coveted and elusive educational experience. Just because educators are digital immigrants, that does not mean they have to stay out of touch with the current trends in the application of technology-driven instructions. Even though time and other resources are scarce, following some of the “first instructional principles” there is no way to get around them, they are as important. Good instructional activities can transform students’ way of thinking and understanding of abstract concepts and theories presented to them. Some of the measures of motivational instructional activities are engagement, and the creation of social communities, through collaborative learning.

New generation tent to socialize on virtual environments, which can have negative effects on their personal growth. Teachers should be innovative in their quest to help students develop skills and construct knowledge. The availability of social media and interactive technology open up innovative ways of engaging students in the classroom by creating a transformative classroom environment. The face-to-face interaction and digital devices inside the classroom enable learners to collaboratively work together to solve problems and promote human interaction. Thus it is important for educators to find the balance between the classroom and all the technology-driven media. Before any design of instructional activity designers should analyze the instructional theories and models available to them, to extract the first principle, identify the cognitive processes associated with each principle and then identify the empirical support for the principle (Merrill, 2002)


As we continue on this journey to effective instructional design activities, we need to find ways to measure how the activities motivate and improve learners’ performance. In order for motivation to be in effect, the classroom should challenge learners’ curiosity, invention and creativity. According to Marc Prensky (2002) reason game players say they enjoy playing games is because of the following: challenging (79 %), relieve stress (55 %), entertainment (49 %) and social activity (38 %). Looking at the numbers and thinking about the population that plays games, definitely educators have a big challenge of educating this game playing generation. Learners should be engaged in their educational experience. Engagement can be described as attracting and occupying the attention of a person or involving someone’s interest or attention. Merrill (2002) suggests that we investigate the following areas: cognition and mental models, knowledge objects and instructional design models. In Merrill’s first principle of instruction, states that learning is facilitated when learner is engaged in solving real-world problems, new knowledge built on learner existing knowledge, knowledge application by the learner, and the integration of new knowledge to learner’s world.

For an instruction to be motivational, learners should feel a sense of connectedness: friendships, cohesion, interdependence among other learners, and have confidence (Alfred, 2002). The state of flow is another factor towards motivation. Mihaly (1990) defined it as a mental state of intense concentration and accomplishment of goals with great deal of pleasure. The classroom activities should fully support students’ engagement. Some of the important factors in a flow state in reference to games are Mihaly (1990):

• Enormous reward when player is doing well
• Not making things too hard to frustrate the player
• Not making things too easy
• Achieve something unexpectedly

The same thing applies with instructional design we have to design instructions that reward students for their hard work, incorporate memorable characters, make learners understand the goal of the activity and then make it challenging to achieve it. If such has been incorporated not only they will facilitate learning, but will also reinforce theories and concepts learned. In our class we could also incorporate the principles of good gaming (Prensky, 2002) which are as follows: motivation, flow, social groups, ego gratification, enjoyment, intense passionate and involvement. As Keller and Litchfield (2007) assert we should not equate motivation with entertainment and fun. There should still be rules imposed to limit learners from just playing for pleasure without achieving the goal of the instruction. Throughout the instruction learners should receive feedback and demonstrate results that they understand the goals of the instruction and achieving them. There should be consequences of every move positive or negative, as feedback is known to promote continuous learning. The instruction should also promote interaction among the learners and facilitators.

Motivational instructions should transform learners’ perception about the classroom, as a place to torture them with information. It should spark a great word of mouth and encourage them to reflect on what they have learned. Marc Prensky (2002) provide seven factors of engaging games:
• They give players intense and passionate involvement
• They spark players creativity
• They give players enjoyment and pleasure
• They give players flow
• They give players motivation
• They give players structure
• They give players adrenaline

Motivation is one of them and the same factors should apply inside the classroom full of learners that are technologically stimulated. The classroom should be a place to empower and transform learners view. In order to successfully understand the importance of motivation some assessment should be performed before, during, and after the instructional activity.




Reference:

Alfred, R. P. (2002). Development of an instrument to measure classroom community.
The Internet and higher education, Vol. 5, Issue 33, 197-211, Elsevier Science.

Alfred, R. P. (2002). International Review of Research in Open and Distance Learning.
ISSN: 1492-3831. (3)1.

Merrill, M. D. (2002). First principles of instruction. Educational Technology Research
and Development, 50(3), 43-59.

Mihaly, C. (1990). Flow: The Psychology of Optimal Experience. New York: Harper and
Row. ISBN 0-06-092043-2.

Prensky, M. (2001). Digital Game-Based Learning. McGraw-Hill.

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