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Level Up Learning!

Enhancing Student Engagement Through Interactive Technology & Gamification

Dr Danielle Evans
University of Sussex

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The problem

  • HE student engagement is incredibly low across modules, courses & universities

    • A gazillion reasons for this largely beyond our control, but some within...
  • Sussex specifics:

    • Many psychology students aren't expecting to learn statistics in the depth that they do, & especially aren't expecting to learn R!

    • We have a large cohort (~500 per year)

    • All statistics/R content is taught in the first 2 years

2 / 16

The consequences

  • If students disengage, it's very hard to catch up independently

  • Students will often bury their heads in the sand until it's too late for us to feasibly help them

  • So ideally, we want to increase and encouragement engagement right from the beginning...

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So, what can we do

  • Statistics is often perceived as a 'dry' subject, but by utilising technology, we can transform it into a more engaging and enjoyable experience

    • Incorporating interactive tools can make challenging topics like statistics and R more approachable and help students stay connected with the material, even when they're finding it difficult
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But what technologies???

2 main approaches focusing on:

  • Interactivity

    • Shared documents, learnr tutorials, shiny apps, presentation tools, whiteboards, Discord
  • Gamification principles

    • Points systems, challenges, easter eggs, Kahoot! quizzes, leaderboards, awards/prizes/hex stickers
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But what technologies???

2 main approaches focusing on:

  • Interactivity

    • Shared documents, learnr tutorials, shiny apps, presentation tools, whiteboards, Discord
  • Gamification principles

    • Points systems, challenges, easter eggs, Kahoot! quizzes, leaderboards, awards/prizes/hex stickers
  • As scientists we know the best method would be to systematically test the effectiveness of each of these strategies

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But what technologies???

2 main approaches focusing on:

  • Interactivity

    • Shared documents, learnr tutorials, shiny apps, presentation tools, whiteboards, Discord
  • Gamification principles

    • Points systems, challenges, easter eggs, Kahoot! quizzes, leaderboards, awards/prizes/hex stickers
  • As scientists we know the best method would be to systematically test the effectiveness of each of these strategies

    • Which is exactly what we didn't do...
5 / 16

Interactive learnr tutorials

  • Prof Andy Field's Discovr learnr tutorials
  • Engages students with hands-on coding tasks and quizzes
  • Offers real-time feedback to reinforce learning
  • Self-paced allowing students to learn and review concepts at their own speed

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Shiny apps

  • Allows hands-on interaction with data, making learning more active
  • Encourages experimentation with variables to deepen understanding
  • Simplifies complex concepts through interactive visualisations
  • Can make dull topics slightly less dull...

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Presentation tools

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'ChallengRs'

'Fun' challenges that build stats/R skills:

Points are awarded for each challenge completed and submitted

  • Goal setting with clear objectives, gives a sense of achievement
  • Students can track their progress through self-directed problem-solving
  • Encourages practice and mastery of coding skills
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Easter eggs 🐣

Go on, click me, I dare you
  • An easter egg is a hidden feature, message, or inside joke intentionally placed in a piece of media (such as a movie, video game, software, or book) by its creators for users to discover as a fun secret or surprise

  • Aims to encourage exploration, motivating students to engage with content more deeply

  • Provides a sense of achievement: finding Easter eggs = a reward of points

  • Enhances student experience: adds fun and playful interaction to content

    • [Essentially just me trolling students a bit]
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Kahoot!

  • Weekly Kahoot! quizzes in the last 10 mins of every lecture

  • Competitive element encourages participation

  • Provides instant insights into understanding, allowing students to correct mistakes

  • Helps assess comprehension and mastery of the content, helping students identify areas that need further review

  • Points earned give a sense of achievement and encourages continued effort

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Kahoot!


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Leaderboards & points

  • Displays rankings to introduce competition and encourage improvement

  • Points system awards achievements, incentivising engagement and effort

  • Progress tracking: allows participants to see their performance relative to others

  • Boosts motivation through visible rewards and competitive elements

  • Encourages continued participation

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Leaderboards & points

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Looking forward

  • More integrated approach:

    • Incorporate the aforementioned strategies into virtual learning environments (i.e. Canvas)

    • Use Canvas Badges to award hex sticker style badges based on various achievements and challenges

    • Integrate points system into Discord

  • Actually collect some real data to assess the efficacy of these tools

  • Explore differences in effectiveness between students

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Top tips

  • Provide multiple ways of engaging:

    • Allow for anonymity

    • Synchronous and asynchronous activities

    • Varied interests/topics

  • Be mindful of student demographics and individual differences

    • Effectiveness of gamification techniques vary
  • Doesn't have to be complicated: Discord, Padlet, Poll Everywhere & shared Google docs for discussions/Q&A

  • Have fun with it!

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The problem

  • HE student engagement is incredibly low across modules, courses & universities

    • A gazillion reasons for this largely beyond our control, but some within...
  • Sussex specifics:

    • Many psychology students aren't expecting to learn statistics in the depth that they do, & especially aren't expecting to learn R!

    • We have a large cohort (~500 per year)

    • All statistics/R content is taught in the first 2 years

2 / 16
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