Teacher Lived Experiences of Learning Analytics Use and Implementation

Session Description

Digital education technology takes on many forms within schools and its use is growing alongside increasingly globalised and competitive contexts for educational institutions, supported by trends promoted by globally recognised policy influencing organisations. Learning Analytics software collects and processes vast amounts of data about young people to track learning and growth so that teachers may design personalised learning pathways.

Critical academic voices are communicating concerns about the contribution Learning Analytics make to student surveillance, datafication of education, and the erosion of teachers’ abilities to make choices based on their own professional knowledge.

Critical applied research was conducted to explore the lived experiences of teachers at a private international secondary school in Bogotá, Colombia, and develop a narrative about shared perceptions of the implementation of Learning Analytics.

This paper explores the conceptual themes uncovered from semi-structured interviews with seven teachers interacting with Learning Analytics. The research revealed that there was a significant lack of confidence in the way Learning Analytics were implemented at the school, primarily resulting from a lack of clear objectives, unsuitable training, and minimal onboarding for new teaching staff. The participants described feelings of overwhelm and burden with the volume of data they had access to, but that they were optimistic about the possibilities the data could produce if they had time, training, and a clear framework for how to meaningfully include the data in their work.

This paper is a summary of a master’s thesis.

Presenter(s)

Julia Briggs
Tampere University of Applied Sciences (TAMK)
MBA Educational leadership student
Bogotá, Colombia

Originally from the UK, Julia has lived and worked in Colombia since 2012. For over a decade she has been a teacher of Science and Chemistry at the secondary level. Recently Julia has left classroom teaching and now is head of operations for an educational consultancy company and also provides professional learning workshops for teachers across the world.


Mark Curcher
Tampere University of Applied Sciences, TAMK
Tampere, Finland

Mark is a Senior Lecturer at Tampere University of Applied Sciences in Finland, where he also the Program Director and designer of the MBA in Educational Leadership. Mark has been an educator for thirty four years, working in the UK, Middle East and now Finland in a range of educational settings.

Mark’s involvement with educational technology dates to his earliest experiences as a teacher in the late 1980’s and includes experiences as a learner, facilitator, course and curriculum designer. He considers himself fortunate to have been able to work with a large and diverse collection of educators from around the world and this has reinforced his view that context is a critical component of the educational process. His current interests include the impact of digitalization of education on the professional identity of educators, the social impact of the increasing datafication of the educational process and punk pedagogy. Mark describes himself as a “Pedagogical Provocateur” and “Educational Emigre” and positions himself as a critical educator.

 

Reflecting on our collaborative learning experience

Session Description

In a world that is rapidly changing and increasingly digital, universities and other educational organizations must embrace collaborative learning methodology to remain competitive and to prepare for the future.

TAMK Master of Educational Leadership (MEL) is a good example of how education can be adapted to the post-digital work especially through network collaborative learning of students from all around the world.

MEL participants are experiencing a network collaborative learning, an educational strategy that uses technology to allow students to collaborate and learn together. This type of learning relies on networked computers to allow students to interact with one another and work together on projects and tasks. This type of learning encourages students to take ownership of their learning and develop their own ideas and solutions. It also promotes collaboration between participants, allowing them to share ideas, resources, and strategies. Hodgson and McConnell (2019) examine how networked learning is transforming education in the postdigital age. They discuss how digital technologies are rapidly changing the way we learn, teach, and interact in educational settings. They note that networked learning has enabled new forms of collaboration, communication, and knowledge production. The authors suggest that educators need to be prepared to embrace these changes and to adopt new pedagogical approaches to teaching, learning, and assessment. What follows their conclusion is wat many MEL participants are experiencing mainly more open, connected, and equitable learning environment in which they can take greater control of their own learning.

This is what inspired us to combine in the workshop the theoretical, practical and experiences to create a new learning outcome.

This workshop will provide participants with the skills and knowledge to understand and apply collaborative learning methodology in a post digital world.

Presenter(s)

Cristina Moran-Vergara
Tampere University of Applied Sciences (TAMK)
Nottingham , UK

Experienced teacher/lecturer and adult education manager.  Currently finishing my MBA in Educational Leadership. Originally from Spain and based in the UK for the last 17 years.


Katarzyna Hanula-Bobbitt
Tampere University of Applied Sciences (TAMK)
Belgium

Chau Truong
Tampere University of Applied Sciences (TAMK)
Finland

Jennifer Rowland
Tampere University of Applied Sciences (TAMK)
Australia

**CANCELLED** Dissident Pedagogies, Memes: Exploring the post-digital landscape: how do teenagers’ online experiences reflect their value systems and how can leaders use this perspective to enhance inter-generational understanding in secondary schools?

Session Description

It is difficult to argue that there are no lessons to be learned from diving deeper into the digital landscape of the modern teenager. The analysis of memes among other collective forms of digital media is not a new discipline, in fact Aaron Lynch wrote about this phenomenon as long ago as 1998 (Lynch, 1998).Further studies by Ringrose, Harvey et al theorized that teens were involved in a form of digital exchange which operated as a “form of currency” and linked heavily to new “digitally mediated” norms of gender, sexuality and desirability (Ringrose et al, 2013). .

Themes:

  • Why post-digital landscape?
  • Educational Leadership, do we lose touch with the people we serve?
  • Audience shares experiences on Figma. We have built a platform that imitates the structures of a school, this is a stable online environment owned by the presenters that can serve as an archive of the forum. Audience can explore and find resources as the workshop progresses.
  • Teenagers as digital natives (very different experiences).
  • Audience to post own memes, reels and other digital content on Figma, categorised according to years in education, building collective catalogue of digital landscape of conference participants.
  • Value systems of teenagers as viewed through the lens of the meme.
  • Presenters compare digital landscape of audience cohort with that of queer teen cohort from the Netherlands.
  • Queer and trans student voices as a sub-culture.
  • How can leaders find value in these perspectives, how can they apply them to their practice?
  • A caveat: Isn’t this just surveillance capitalism?

Link to Figma: https://www.figma.com/file/bzQSG5o0o7ax4zS0c2c5rW/Post-Digital-Landscapes?node-id=704%3A2&t=DVvXbrFxF8OuN47I-3

Presenter(s)

Claire O'Brien
TAMK
Eindhoven, Netherlan

Jesse Torgensen
TAMK

Kieran DeGroote
TAMK

Session Time

 

April 19th
at 5:00 HST

Find the time at your

location by following

this link.

 

ENGAGEMENT ACTIVITY IN GATHER

Session Description

The world-renowned Thiagi Group designs hands-on, relevant, authentic, and engaging activities, games, and simulations. We challenged them to adapt one of their interactive experiences to our Gather Metaverse.
Please join us at 12:00 HST, 6pm EDT, 3pm PDT on Tuesday 4/18 using THIS LINK and Password TCC2023

Session Time

 

April 18th
at 12:00 HST

Find the time at your

location by following

this link.

 

Cybersecurity for Middle School Teachers

Session Description

The COVID-19 pandemic changed the landscape of middle school education. It influenced how educators teach in the classroom and increased the number of online tools and resources available for them to use. The educational technology (EdTech) sector boomed with different applications designed to help educators instruct and assess their students in virtual learning environments. Though many EdTech companies developed applications that were instrumental in helping students and teachers, some of these applications were designed to collect sensitive information (e.g., data habits, keystrokes, and contact lists). In addition, many EdTech companies distributed or sold this sensitive information to third-party companies whose purpose may or may not have been for education. To address this complex issue, the author developed an instructional module designed to train middle school teachers about cybersecurity issues. The goal of the instruction was to help these educators protect themselves and their students from cyber threats. The instruction itself used a variety of instructional design principles, as well as digital safety models and teaching and learning strategies.

To evaluate the instruction, the author conducted both usability and learning effectiveness studies. Four people (n = 4) participated in the usability study, which evaluated the instruction’s design, navigation, and content. Participants were given tasks to determine if changes to the instruction needed to be made. Once the usability study was completed, the data was analyzed and used to make changes before the learning effectiveness evaluation. Nineteen people (n = 19) participated in the learning effectiveness study, which evaluated how much participants learned after completing the module. The results of the evaluation revealed that the instructional module could be used to help train educators on cybersecurity issues in the future.

Presenter(s)

Cleve Hamasaki
University of Hawai‘i at Mānoa
Honolulu, HI, USA

Cleve Hamasaki is a graduate student in the Learning Design and Technology program at the University of Hawaii. Cleve has almost 20 years of experience working as a media teacher and technology coordinator in the Hawaii Department of Education. In his spare time, you can find Cleve playing tennis and pickleball.

A Classroom for Everyone: Using UDL in Your Classroom

Session Description

Edison Elementary School has experienced a change in student population with an increase in English Language Learners and other students from diverse backgrounds. The school has not provided teachers with the necessary training and support to meet the needs of their new student population. In response, a course was created for the teachers at the school to teach them instructional strategies which could be used to assist all types of diverse learners. The Universal Design for Learning (UDL) framework was chosen as the primary focus of the course since it encourages accommodations for a variety of different learning styles. The course was evaluated first through a usability study and then a learning assessment. The objective of the usability study was to identify issues with the navigation, content, and visual design of the course. After four participants (n=4) were given tasks which would reveal intended, as well as unintended, information about the usability of the course, modifications were made in order to ensure that the learning assessment was not affected by functionality issues. A learning assessment occurred with the assistance of nineteen teachers (n=19) and one principal (n=1) from Edison Elementary School. The learning assessment revealed that the participants were able to learn instructional strategies which could be used in their classrooms, and the course aided in improving confidence in teaching diverse learners. However, additional practice using each of the course’s UDL strategies needs to be explored.

Presenter(s)

Lawrence Froland
University of Hawaiʻi at Mānoa
Barnegat, NJ, USA

Lawrence Froland is a master's student at the University of Hawaii at Mānoa. He is a M.Ed. candidate in Learning Design and Technology. He is a first-grade teacher in New Jersey. He has taught grades K-3. He has previously taught in both Nevada and Hawaii. He is currently exploring self-paced learning and competency-based education.

Let’s “READ” the Patterns: Learning Sumba Weaving Patterns through a Video Game

Session Description

In Sumba, Indonesia, weaving patterns on traditional clothes are culturally important designs representing identity, social status, and regional history. These patterns have complex meanings and tell the stories of Sumba and the people who live there. Seeing these designs is like reading a book full of Sumbanese history. Unfortunately, even though Sumbanese weaving patterns have been modernized and exhibited at international fashion shows, only some people recognize or know about their underlying meanings. It is a concern because the knowledge and skill behind these weaving patterns may soon become extinct. These unique weaving patterns can be seen as ordinary dresses without their rich cultural meanings if not introduced to the world. To address this issue, this paper project designed instruction aimed at introducing learners to Sumbanese weaving patterns using an online video game. Built using Godot, the game-based instruction used Gagne's Nine Events of Instruction to guide its design. To evaluate the instruction, usability and learning effectiveness tests were conducted. The usability test was conducted with participants with different backgrounds, and the learning effectiveness test involved 29 adult participants (n = 29). The results revealed interesting differences between participants from Sumba, Indonesia, and other places worldwide. Combined with open-ended data, the project concluded that game-based learning was an appropriate way to introduce Sumbanese weaving patterns to various people. However, improvements were needed in the areas of visual and game design.

Presenter(s)

Youlanda Selan
University of Hawai'i at Manoa, USA

Youlanda Anggreany Selan is a master's student at the University of Hawaii at Manoa. This year is her second year of college. Originally from Indonesia, she wants to present and introduce one of the unique cultures of her country.

Smart Speaker: Convenience and Privacy

Session Description

This master’s project presentation describes an instructional design journey using the ADDIE model. The focus of the instruction was smart speakers and voice data, with an emphasis on the dichotomy between privacy versus convenience, also known as the privacy paradox. The project was motivated by the fact that there are millions of smart speakers recording conversations and permanently storing voice data with little regard for data privacy. The goal of the instruction was to help learners feel more confident in their ability to improve voice-data privacy when using smart speakers.

The resulting instruction consisted of a 5-unit piece of interactive multimedia. This learner-centered instruction was developed using instruction in H5P containing twenty-two scenes. The instruction was designed to employ Festinger’s (1957) Cognitive Dissonance Theory to encourage cognition in social behavior, Keller’s (2010) ARCS model to inspire learning motivation and Mayer’s (2017) Multimedia Design Principles to promote deeper learning. The project was evaluated via usability and learning effectiveness testing. The results of these tests suggested that the instruction was successful in improving learners’ confidence in voice-data privacy skills and decreasing the value of smart-speaker convenience.

https://sites.google.com/hawaii.edu/smart-speaker-privacy/home

Presenter(s)

Duane Esty
University of Hawaiʻi at Mānoa
Kailua-Kona, HI, USA

I envision a time in the not-so-distant future where without bias, one can obtain an affordable, quality, and motivating education driven in part by AI and adaptive learning. We are so privileged to be here in this space and time. A lot of exciting work is being done in the broad spectrum of AI impacting humankind profoundly. There are ethical issues to consider and for use to be the keep.

Teaching Common Japanese Cultural Practices Online

Session Description

Many university students in Hawaii planning to study abroad in Japan will experience some form of cultural miscommunication and misunderstanding. These experiences can make it difficult for students to join authentic Japanese communities during their time abroad. To help solve this issue, this project designed and evaluated online asynchronous instruction about common Japanese cultural practices. The instruction combined multimedia with various interactive activities to help students 1) be more aware of the cultural differences between their home culture and Japanese culture and 2) make adjustments so they can participate in the Japanese community more easily.

The instruction used Bloom’s Taxonomy to break down and sequence the content, as well as Gagne’s Nine Events of Instruction and Keller’s ARCS model to ensure the lessons targeted the cognitive and affective domains.

To evaluate the instruction, synchronous usability testing and asynchronous learning effectiveness testing were conducted with 16 Japanese language learning students (n = 16). The usability test helped capture diverse perspectives on the design of the instruction and was valuable in revising its navigation. In general, participants felt the instructional lessons were meaningful and enjoyable. Future work will be needed to research more about the target audience and to include more content covering additional cultural practices.

Presenter(s)

Moe Kitamura
University of Hawai‘i at Mānoa
Honolulu, HI, USA

Hi, my name is Moe Kitamura. I'm from Hiroshima in Japan.
I love communicating with people and love teaching languages. I took MA TESOL, MA Communication, MEd Secondary education for Foreign Languages (Japanese) at Hawaii Pacific University, and now I'm a 3rd-year master's student in the Learning Design and Technology (LTEC) program at the University of Hawaii at Manoa.
I have experience working at a Japanese language school and working as a Japanese tutor.
This project will be beneficial for developing my future online teaching using some technological tools.

Nice to meet you!

Developing a Cataloging Course with an Interactive Authoring Tool

Session Description

Library and Information Science (LIS) students, librarians or library staff may not fully understand cataloging and classification in a library setting. As a result, many of these individuals can not perform important cataloging duties when needed. To address this need, a piece of instruction was developed to introduce the basics of Cataloging and Classification. The instruction included an introduction and three modules covering data standardization, cataloging tools and classification structures. The goal of the instruction was to provide training to LIS graduate students, librarians and library staff to help them grasp basic cataloging knowledge and skills applicable in a library setting.

The instruction utilized a combination of direct and indirect instruction to deliver the content. The instruction was interactive in nature and used Mayer’s (2009) multimedia learning principles to help foster learning. In terms of evaluation, the instruction was assessed for its usability and learning effectiveness by 19 adults participants (n = 19). To evaluate the instruction’s usability, one in-person and two online semi-conducted interviews were conducted. To evaluate the instruction’s learning effectiveness, Google Forms were used to administer a demographic survey, a pretest, a posttest, and a post-instruction survey asking about the participants’ learning experiences with the instruction. The results of the evaluation revealed some discrepancies between the views of the course designer and those of the participants. Through the usability and learning effectiveness testing, participants identified possible future enhancements regarding the instruction’s content and delivery.

The instruction that was designed and evaluated improved participants' knowledge of cataloging and classification in library settings in some ways. For future work, the quality of the instruction can be enhanced by providing more detailed feedback to the quizzes and adding more content in specific areas. Some of the most important discoveries for improving the instruction’s interactive experience in the future included clarifying the instruction’s learning pathway, helping learners navigate through different modules, and making it easier for learners to track their progress. Such improvements would require a joint effort between the instructional designer and software developers.

Presenter(s)

Suzhen Chen
University of Hawaiʻi at Mānoa
Honolulu, HI, USA

Suzhen Chen is a Catalog/Metadata Librarian at the University of Hawaiʻi at Mānoa.