The Development of Autonomous Student Learning Networks: Patterns of Interactions in an Open World Learning Environment for Teachers Exploring Teaching with and through Computer Science
Abstract
:1. Introduction
- What patterns of connections and interactions emerge between students and their instructor in a graduate teacher education course designed using elements of open world game design?
- In what ways does the degree of autonomy designed into key learning activities influence the types and patterns of interactions between the students with one another and their instructor?
2. Review of the Related Literature
2.1. Motivation and Engagement—Self-Determination Theory
Several important conclusions can be drawn from these and related findings on intrinsic motivation. First, both teachers’ orientations and specific aspects of learning tasks that are perceived as autonomy supportive are conducive to students’ intrinsic motivation, whereas controlling educational climates undermine intrinsic motivation. Second, students tend to learn better and are more creative when intrinsically motivated, particularly on tasks requiring conceptual understanding. Third, the way in which teachers introduce learning tasks impacts students’ satisfaction of the basic psychological needs for autonomy and competence, thereby either allowing intrinsic motivation to flourish and deeper learning to occur or thwarting those processes. [19] (p. 136).
2.2. Game Design and Instructional Design
3. Materials and Methods
3.1. Context and Participants
3.2. Course Design as Game Design
Learning Design
- Focused and clear learning goals: Before starting each activity in the course (see Table 1), students were informed of the learning goals and expectations. The main purpose of the gameplay is usually entertainment (especially when commercial games are used for educational purposes), so in order to receive maximum educational benefits, the instructor clearly explained how the games will be used in the course and how it will benefit the learners. At the end of the study, an alignment between learning objectives and outcomes was carefully established.
- Setting and Actions: In a successful learning design, learners are informed of the characters in the game, its settings, environmental dimensions such as geography, historical context, and appearance. The instructor of the course provided this information to the students in advance so they would not lose focus or become distracted while searching for information.
- Instructional Support: The role of the instructor was an important variable in the present study, so special attention was paid to when and how the instructor interfered in the gaming activities. An initial explanation and orientation by the instructor was followed by student-centered gaming activities.
- Learner autonomy: When it comes to learning design for game-based learning, “the learner plays an active role in the construction of knowledge, while the role of the teacher is to provide materials and an environment that support the learner’s engagement in the learning tasks” (Dickey, 2005, p. 78). In our design, students actively engaged in the gaming activities and the course instructor only guided them while they were involved in the gameplay. Students were given opportunities to discover the game among themselves with no instructor interference. This approach resulted in a high level of collaboration, with students giving each other feedback and discussing issues they faced in the game environment in a more active and engaged way.
3.3. Data Collection and Analysis
3.3.1. Student/Instructor Interaction Data
3.3.2. Data Analysis—Social Network Analysis
3.3.3. Data Analysis—Epistemic Network Analysis
4. Results
4.1. Patterns of Course Interactions
Emergent Social Networks
4.2. Content of Course Interactions
Epistemic Spaces
5. Discussion
5.1. Limitation of the Study
5.2. Implications and Further Research
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Acknowledgments
Conflicts of Interest
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Unit | Key Learning Activity | Arnab Taxonomy Components 1 |
---|---|---|
Software Takes Command | Read/Respond | Highly directed progressions (lower autonomy) |
Code is Poetry | Learning Logs | Highly directed progressions (lower autonomy) Discovery (higher autonomy) |
Break It to Make It | Robot Coding
| Collaboration, communal discovery, and strategy/planning (higher autonomy) |
Putting it All Together | Final portfolio and reflection | Collaboration, communal discovery, and strategy/planning (higher autonomy) |
Code | Description | Example |
---|---|---|
MM | Making Meaning—Student posts work | “Here is my final reflection for the course” |
FT | Feedback from teacher—Teacher provides feedback on student work | “This is very insightful.” |
SBR | Student response (brief) to another student | “Thank you for allowing me to open up my understanding about computer science and why it is needed.” |
SER | Student Extended Response—student offers substantive response to another student’s post | “I agree that this stuff can be tough. I seem to get caught up trying to adjust one minor detail for an hour at a time. It would be cool if you could have a slider to adjust the power of the throw, or one that adjusted the equation for gravitational pull. (you might be able to find something like this that someone else has already built).” |
STQ | Student asks teacher a question | “What is the best way to share content with the group?” |
SSQ | Student asks student a question | “What courses do you currently teach at the high school level? How was your second year of teaching going compared to your first?” |
TAQ | Teacher answers question | “Sharing your work via a blog post is fine.” |
SAQ | Student answers student question | “You can use QuickTime to record a screencast of your Etoys project and then upload it to something like YouTube” |
Key Learning Activity | # Student Posts | % Student Posts | # Instructor Posts | % Instructor Posts | Total Posts |
---|---|---|---|---|---|
Learning Log | 46 | 79% | 12 | 21% | 58 |
Read/Respond | 130 | 87% | 20 | 13% | 150 |
Reflection | 14 | 50% | 14 | 50% | 28 |
Robot Coding | 151 | 86% | 24 | 14% | 175 |
Totals | 341 | 83% | 70 | 17% | 411 |
Key Learning Activity | # MM | # TF | # TAQ | # STQ | # SAQ | # SSQ | # SBR | # SER | Total |
---|---|---|---|---|---|---|---|---|---|
Learning Log | 31 | 12 | 0 | 2 | 0 | 2 | 12 | 2 | 61 |
Read/Respond | 96 | 19 | 0 | 0 | 0 | 1 | 29 | 5 | 150 |
Reflection | 13 | 14 | 0 | 0 | 0 | 0 | 1 | 8 | 28 |
Robot Coding | 77 | 18 | 1 | 0 | 16 | 20 | 36 | 10 | 178 |
Totals | 217 | 63 | 1 | 2 | 16 | 23 | 73 | 17 | 417 |
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Ardito, G.; Czerkawski, B. The Development of Autonomous Student Learning Networks: Patterns of Interactions in an Open World Learning Environment for Teachers Exploring Teaching with and through Computer Science. Sustainability 2021, 13, 8696. https://doi.org/10.3390/su13168696
Ardito G, Czerkawski B. The Development of Autonomous Student Learning Networks: Patterns of Interactions in an Open World Learning Environment for Teachers Exploring Teaching with and through Computer Science. Sustainability. 2021; 13(16):8696. https://doi.org/10.3390/su13168696
Chicago/Turabian StyleArdito, Gerald, and Betül Czerkawski. 2021. "The Development of Autonomous Student Learning Networks: Patterns of Interactions in an Open World Learning Environment for Teachers Exploring Teaching with and through Computer Science" Sustainability 13, no. 16: 8696. https://doi.org/10.3390/su13168696
APA StyleArdito, G., & Czerkawski, B. (2021). The Development of Autonomous Student Learning Networks: Patterns of Interactions in an Open World Learning Environment for Teachers Exploring Teaching with and through Computer Science. Sustainability, 13(16), 8696. https://doi.org/10.3390/su13168696