Helping students learn how to learn

I am currently working for UBC Student Development / UBC Library as the Student Development Coordinator for the Chapman Learning Commons. My role includes managing the space, the students who work in the space and the learning services that are run out of the space.

What makes this position fascinating for me is the problem that it poses, namely:  how do I manage/create/frame services in a way that actually leads to them helping students be better at school?

This problem is massively difficult, as at a university level, being better at school requires students to break over 12 years of bad habits and replace them with good habits. As anybody who has tried to pick up good habits knows (especially in the time-constrained university environment), changing habits is very, very hard work that takes time to show results. Anything that one creates to help students do this has to be really, really good (if it is possible at all).

So, for this summer, in order to actually achieve this goal I’ve settled on 4 different principles that will hopefully lead to success.

  1. Hire good students. This piece is critical. Having awesome students work on these projects helps keep things in perspective, makes customer development easier and brings a fresh sense of energy and ideas into the field. This piece’s current status is definitely ”mission accomplished”.
  2. 1-on-1 peer mentorship is currently the only really feasible solution to this problem. Having a well-trained peer guide you and keep you accountable is a hundred times better than any online resource or workshop that I could create.
  3. Solve the pain. Students experience a lot of pain and the whole point of this is to help reduce that. Wording like “learning services” means absolutely nothing to most students, we need to frame things in a way that shows them how we will help them get rid of their pain.
  4. Be lean and agile. Concepts like “Do More Faster”, “release early, release often” and all the other techniques that I have learnt around successful software development and entrepreneurship apply in this context too. We are here to actually fix the problem, not just follow through on the requirements document.
That’s the plan, 2 months in I hope it’s working. One of the pieces that we’ve made some big strides on is the Learning Commons website. If you’d like to see some of the principles in action compare the current site to my student’s current prototype (principle #1 can be seen in the quality of the work). We still have lots of work left to do on it, but the idea should be clear. If you do take a look, please drop some feedback, they are iterating fast so any feedback helps!
Current Learning Commons site

Current Learning Commons site

New Learning Commons Site

New Learning Commons Site

(if you’re looking for a place to put the feedback, just comment below)

Using Game Design Theory as a Framework for Course Design

A while ago I wrote a post titled “school is just a game, let’s make it a good game“. At the time I thought I was really clever for coming up with it. Unfortunately, the idea was being looked at in other places and this idea now even has a title: “the Gamification of education”.

Gamification is one of those words that just sounds dirty. It sounds like (and just could be) a disease that people want to unleash upon school (this could also be due to the fact that “gammy” was a part of my slang vocabulary as a child). To many it is in fact a dirty word, the sentiment of “wait, what, we’re going to use operand conditioning to get students to learn?”… “This is evil and mindless and corporate.” is travelling around.

Of course, if you apply the FourSquare method of just tacking on “achievements” to a course, this sentiment is justified. But what if instead of turning school into a crappy game, we started with the premise that it is already a game and that a way to improve it would be to make it a better game?

In order to test that premise I spent 4 months working with Kimberly Voll to review the current literature around game and course design looking at what good game design was and seeing if we could apply it to course design. The in-depth hectically cited paper and poster are attached below for those who want to read them but here are the cliff notes:

We looked at 7 different elements (these are not the only 7, just the ones we looked at) that designers play with to create good games and looked for places in course design literature where these elements had been looked at. The 7 are:

  • Motivations: Designing in a way that complements the reason for playing
  • Reward: Providing multiple types of satisfying rewards
  • Punishment: Creating punishment that can be enjoyed (games that never punish you suck)
  • Challenge: Keeping the game just hard enough to be engaging
  • Story: Providing a narrative and sense of mystery that pulls the player forward and gives them a sense of purpose
  • Community: Giving players a chance to interact with other people
  • Freedom: Giving players as much agency as possible (or at least the illusions of agency) within the game’s structure

By tweaking these 7 different aspects game designers create incredibly engaging games. If we want to make a more engaging course, all we have to do is tweak those elements as well. Notice, we don’t have to add the elements, they are already a part of the course, they just need to be fixed. A key thing to note is that this is not a one-size-fits-all way of looking at things, each course (just like each game) would need to come up with a unique way of improving on these elements.

Paper is below and I will be writing much more about this as I go on to work on it over the summer and study it as a Master’s thesis.

Paper on using game design to influence course design

Poster on Using Game design to influence course design entered at the UBC Computer Science Undergraduate Poster Competition

Dropping out is sometimes the right thing to do.

In my last post I wrote about CCK09, the online course on connectivism and connected learning that I was taking part in. Since then I have dropped out of that course to focus on something very different to connected learning… myself.

Why:

Ironically, the catalyst for this change of heart was my blog post on CCK09.Jeff Fong left a comment on that post pointing me to Scott Young’s post on studying. Reading that post (and subsequent posts) sparked something in my mind. It was the created a connection between several recent things that I had learned and not connected before. I decided to do something that was new and exciting for myself, figuring that the concepts and connections in CCK will still be there in a year.   Continue reading