“The process of systematic planning for
instruction is the outcome of many years of research. An analysis of the
application of this process indicates that when instruction is designed within
a system, learning occurs. The
instructional design development process must be based on the unique
characteristics and needs of students meshed with the teaching style of the
instructor and the course goals and content (Simonson et al, 2012).”
In
analyzing a free, open source course called Gamification developed by the
University of Pennsylvania, Wharton School of Business and offered on Coursera, it is important to analyze the
learners, the content, the teaching strategies and media, and the learning
environment to determine if the course was pre-planned and well executed. As this is a MOOC (Massive Open Online
Course), we can only analyze this course and these findings cannot be extended
to other Coursera courses as they are all designed independently.
The Learners
Simonson
et al say that knowledge of general learner characteristics can inform the
instructor of the nature of student at a distance. This course audience would
be primarily higher education students looking to add knowledge; adult learners
looking to advance their knowledge and understanding of the current trend for
gamification in business and learning; and/or entrepreneurs looking to add
value to their business or craft. Simonson
et al also say that it is important for an instructor to know the number of
students in a class as learning about the learners yields a more productive
learning environment.
As this is a MOOC
course, there are thousands of learners from many different countries around
the world. With this number of learners
(62,373 learners enrolled in the last offering) it would be difficult if not
impossible for the instructor to have any personal interaction with the
learners or even get a general sense beyond general class multiple choice
question polling. With this many
learners involved in one class, it would also prove nigh impossible for an
instructor to “determine the student’s general knowledge and ability (Simonson
et al, 2012).” The initial surveys did
supply demographic information the average
age of learners being 33 years with the majority being post education. Only 25% identified as themselves as
students.
Instructional
context is addressed in this course as the schedule runs within a certain date
range with specific dates for completion of assignments. There are weekly assignments and scheduled
assessments throughout the course. The
deadlines are listed in the course syllabus.
The Content
“It is
essential to examine the nature of the content, as well as the sequence of
information (Simonson et al, 2012).” With
this statement from Simonson in mind, this
course seems to meet the content pre-planning criteria as it is apparent that
concepts, subject knowledge and specific skills needed to become well versed in
the subject of gamification has been thoroughly thought out. Learners experiencing this course are getting
a course well developed in terms of content and “the entire learning experience
will lead to the desired outcomes” as the content was developed with general
goals at the beginning followed by more specific goals as outlined in the
course syllabus (Simonson et al, 2012).
The material appears to be presented in a sequenced and logical fashion
for the prospective global learners and the syllabus gives a good overview of
the logics of the course structure. “The course is divided into 12 units, which are in turn
divided into short video lecture
segments. Think of each unit as one class session in an in-person course: there
are two units per week, each of which includes 45-60 minutes of material.
Lecture segments are released at the beginning of each week. There are also
quizzes, written assignments, and a final exam with specific due dates. These
are designed not only to test your mastery of the concepts, but to contribute
to the learning process (Werbach, K. 2013).”
Teaching Strategies and Media
As stated
in the syllabus, the course is presented through short video lectures. Prior to the course start, the learners were
surveyed to determine commonalities in leaner characteristics, prior knowledge,
and interest in taking the course.
Interspersed throughout the course are learner feedback surveys designed
to glean
“survey data we collect [to] help us better understand student
experiences in the course, to improve this MOOC (and others) in the future
(Werbach, K., 2013).” As Simonson says, “evaluating these responses, the
instructor can gain an understanding of how the learners perceived the class
experience (Simonson et al, 2012).”
Werbach also took “time to develop
good visual media to enhance the quality of the learning experience(Simonson et
al, 2012).” Learner engagement was further enhanced by creating a mystery game
that played out over the course of the videos as an example of the use of gamification
in learning. It is also apparent through
the videos as well as announcements and the syllabus that the instructor is a
facilitator of learning who models a student-centered approach to
learning. The student in this course is
the central figure throughout the course.
The Learning Environment
This
course is asynchronous allowing students to access the course at different
times which as it is global (participants were from at least 149 countries, with the
largest contingents being 28% from the United States and 6% each from Brazil,
India, and Spain) is of great value. The
instructor in this course seems to have taken into account that the layout of
the course materials is intuitively designed which is important for the variety
of learners who are accessing it. As it
is an asynchronous course, it is also important that “the materials were
designed to be prepared to know what to do with the materials and complete
tasks without instructor intervention (Simonson et al, 2013).”
The syllabus does a good job of
defining vocabulary and provides dates and guidelines for completing
assignments. As Simonson suggests,
Werbach planned two shorter periods of instruction per week for the instruction
and assignments. The materials presented
in this course also provide guidelines to ensure students have a successful
learning experience if they participate.
The course designer implements
course activities that maximize active learning for the students. In addition to the mystery game modeling the
concept of gamification, submit written assignments. Students are also asked to
provide peer assessments of written assignments and invited to attend
synchronous video office hours which are recorded and posted for students
unable to attend. Students are also
encouraged to join discussion forums, post links to
suggested readings and videos or participate by assisting to organize material
on the course wiki. Students are also encouraged to post to social media
through blogs, tweets and other platforms.
There is also a Meetup link to find study groups. All of this is voluntary so would be very
student-centered for independent learners.
Finally, in designing a final
student survey in combination with the other surveys pre- and mid-course, a
critical assessment of the events of the course could be undertaken. This will lead to an analysis of the success
of the learning outcomes for reflection by the instructor to determine what
needs to be changed, removed or added to make the course better in terms of
meeting learning outcome goals and “ensure a more successful educational
experience for students (Simonson et al, 2012).”
Course
Name: Gamification
Course
Offering: Coursera
Course
Instructor: Kevin Werbach (@kwerb)
Associate Professor of Legal Studies & Business Ethics
The Wharton School, University of Pennsylvania
Associate Professor of Legal Studies & Business Ethics
The Wharton School, University of Pennsylvania
Simonson, M., Smaldino, S.,
Albright, M., & Zvacek, S. (2012). Teaching and learning at a distance: Foundations of
distance education (5th ed.) Boston,
MA: Pearson.
Werbach,
K. (2013). Gamification. [ONLINE] Available at:
https://class.coursera.org/gamification-002/class/index. [Last Accessed
6/9/2013].
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