Monthly Archives: November 2012

Gamification: How to do it Right and Why it is No Good

Technology in Pedagogy, No. 13, November 2012
Written by Kiruthika Ragupathi

Gamification has recently been proposed as a means to improve student engagement in the classroom. Gamification is the application of game elements or game mechanics to motivate and engage an audience, in our case, to engage students in the learning process.  With this new approach, students are awarded experience points when they submit assignments and participate in various class activities. When they earn sufficient experience points, they “level-up” over the course of a semester.

Effective teaching has to go beyond the transmission of information and knowledge to the students. As instructors, we should attempt to inspire and motivate students to want to learn and to develop the right attitudes towards learning says Dr Ben Leong, an Assistant Professor of Computer Science at the National University of Singapore. To do this effectively, he believes that there is a need to “connect” with the students and modern technologies now offers greater opportunities to do much more.

How it started

Jane McGonigal, a game designer, gave a TED Talk in Mar 2010 entitled Gaming can make a better world (McGonigal, 2010). Jane highlighted that people around the world invest some 3 billion hours weekly playing online games and she claimed that it would possible to change the world if this time and energy could be channeled into meaningful activities. To prove her point, she designed and built a game, Urgent Evoke (http://www.urgentevoke.com), that encouraged players around the world to work on social projects.  Dr Leong was quite skeptical when he first watched the talk, but then wondered if indeed gamification could really be exploited in some way to do good.

Later that year, Dr Leong was slated to teach an introductory programming methodology to first year undergraduates at the School of Computing. He had taught the class four times before and was wondering what he could do differently to improve the teaching of the class. He observed that many students have very poor time management skills and there was a tendency for them to start on their assignments very close to the deadline. In previous years, students were typically expected to complete seven problem sets over the course of a semester, or an average of one problem set every two weeks. These problem sets were relatively large assignments that can take up to 20 hours to complete.

Because the problem sets were relatively large, some students often failed to complete their assignments on time. There were some students who would make a submission “just on time”. In most cases, students who finished their homework in a rush would typically not have learnt optimally and neither would they have absorbed the material well. In fact, upon checking past records, it was found that on an average, students generally submitted their solutions about 15.5 hours before the deadline.

The game approach

It seemed natural to try to improve the situation by breaking the problem sets into small “chunks”, but there was a concern that even though the total amount of homework would remain the same, such an approach would be perceived to be overly onerous by the students. This was when the idea of applying gamification came up as a plausible solution to make it seem more natural to have smaller assignments and also to try to improve the motivation of the students to finish their assignments in a timely manner.

Dr Leong gathered a team of undergraduate tutors and artists and developed a sci-fi adventure storyline set in a Star-wars-like universe for the course. A series of comics was used to narrate the story. The seven problem sets in the course were broken up into 22 smaller assignments framed around the storyline and were termed as missions. An online learning platform called the JFDI Academy (JFDI Academy, 2010) was developed to support the narration of the story (via the comics) and the dissemination of the missions.

JDFI game

 The following are some of the key features of the gamification platform:

  • Experience points and levels: Students were awarded experience points (EXPs) for undertaking various tasks as they proceeded through the course. They gained EXPs from completing missions depending on how correct their submissions are, and also for participation in tutorials and discussion forum. With sufficient accumulation of EXPs, students would to level-up. A student’s level determined the marks obtained for the continuation assessment portion of the final course grade.
  • Side Quests: These are optional assignments that allow students to take up for further practice or for regaining some of the EXP lost in the missions.
  • Leaderboards:  The leaderboard is a list where students are ranked according to the number of experience points that they earned.
  • Achievements: Students are awarded with unlocked achievements and badges when they complete certain tasks.
  • Facebook Integration: Feeds are posted on Facebook when students level up and when they unlock achievements.
  • Facebook-feed-like Discussion Threads: Students can seek clarification on their missions and discuss with their tutors by posting comments within the platform. Tutors will receive email notification to allow them to quickly respond to the students’ posts and comments in a timely manner.
  • Auto-Graded Exercises: Students are supposed to complete the auto-graded exercises within one day after a lecture. The purpose of these exercises is to ensure that the students understand the basic concepts covered. The platform supports both MCQ and coding questions. 

The use of game mechanics was effective in motivating students to complete and submit their assignments earlier. This is evident from the fact that with the introduction of the new game platform, the average time that the students submitted their assignments increased from 15.5 hours before the deadline to 51.2 hours before the deadline. This new system also drastically reduced the feedback turnaround time with each of the student’s mission attempts being graded typically within 24 hours of submission.  

How to do it right

Dr Leong highlighted that the key to gamification is an understanding of the psychology of the students. Only with a firm understanding of the students’ psychology, will we be able to apply the appropriate game mechanics to effectively improve motivation. There is also an underlying goal of making the process of learning fun. The following are some of the key ideas in the application of game mechanics in the gamification of a course:

  1. Instantaneous gratification: One key element of games is that when players accomplish tasks, they are immediately rewarded. In the new gamification platform, the students are rewarded with EXP for submitting their assignments. In addition, because the platform is linked to their Facebook, the achievements are simultaneously posted on their Facebook status feeds.  
  2. Sense of progress: Games achieve engagement by providing players with a sense of progress. By building clear progress markers along the way, i.e. by allowing students to level up, the gamification platform provides students with a sense of achievement.  Constant and timely feedback from faculty on how the students are progressing gives students a sense of affirmation that they are going in the right direction.
  3. Small Intermediate Goals: By breaking up the original large problem sets into smaller and many more missions, it again helps the students to focus on smaller intermediate goals.
  4. Rewards: In addition to EXP, the gamification platform also supports the unlocking of achievements and badges. Most of these achievements are merely vanity constructs, but a small number are actually useful. For example, there is a “+1 Day” badge that can be expended by a student to get a one day extension on an assignment.
  5. Competition. The top 15 students will be shown on the course leaderboard. The remaining students are not ranked to avoid embarrassment for students at the bottom. As a result, the top 30 students will typically compete to be on the leaderboard.  On the other hand, the weaker students are also encouraged to work harder because they will know that they are falling behind since it is evident how far the best students in the class have done.

Potential pitfalls and challenges

It is clear that gamification if employed in the right manner is effective in improving student engagement. However, there are certain challenges and pitfalls as follows:

  1. Game balancing: Because EXP is awarded for a large number of activities; there is a need to decide on how much EXP to award for each activity in order to ensure that students exhibit the right behaviour. If the EXP awarded for some component is too much, it might cause excessive stress and if too little, the students might just neglect it. It is not often easy to determine the sweet spot. Game companies spend a lot of effort balancing the rewards in real games.
  2. Significant cost: To execute the gamification of a course well involves significant amounts of resources. The building of a gamification platform is expensive because it involves a lot of development manpower. That said, in Dr Leong’s experience, some 70% of the manpower was spent not on the building of the platform, but in the development of the lesson material. In other words, to break the original 7 problem sets into smaller missions, there was a significant amount of editing and development of some new assignments.  
  3. Novelty factor: It is also clear that some of the interest and excitement generated by the course was due to a novelty factor. If all classes were structured as games, then it might become tiresome for the students.

Dr Leong indicated that his greatest concern about gamification, is that if not done correctly, there is a danger that it might in fact cause students to be focused on leveling up instead of on the learning process. Also, a key element in effective learning is the development of intrinsic motivation in the students. We want students to learn because they want to learn. The application of gamification is a form of external motivation that makes students do what we want them to do because we are to some extent, exploiting their psychology. In this light, it might be detrimental to the goals of developing intrinsic motivation. As with all things, there is always the risk of “too much of a good thing” and Dr Leong believes that educators who sincerely care about the learning of their students and who are mindful of the pitfalls should be able to avoid them.

It is also helpful to highlight that a key idea in the pioneered gamification approach is to move away from a fixed-weightage continual assessment system, where different components are worth fixed amounts, to a more amorphous everything-feeds-into-EXP assessment system, where only a final level matters. This new system offers significantly more flexibility and is something that our modern students can easily identify with since many of them play games and games are structured in a similar way. This new approach to continual assessment is broadly applicable to all classes even if game mechanics and elements were not incorporated.  For example, this has already been tested in CS2010 and was found to be effective.

What can technology do for education

Dr Leong explained that his work could be construed not only as an experiment in applying gamification to in classroom teaching, but as a “clean slate” experiment to explore how technology can be applied to improve teaching. It turns out that he had opportunity to build a new learning platform from scratch and the following are some of his achievements.  

  1. Enhance student engagement:  It was clear that the application of game mechanics was effective in improving student engagement and the learning experience. The new system was well-received and there was a significant improvement in the module feedback rating compared to past years.
  2. Allow students to learn at their own pace: By structuring assignments in the form of missions, side quests and contests, we can ensure that all students cover a certain basic amount of material and yet allow some students to do more if they wish without making the process stressful for those who do not. Side quests and contests offer some EXP, but only a small amount compared to the main missions and they integrate quite seamlessly.
  3. Significantly reduced grading/feedback turnaround time: A key innovation that was achieved was the significant reduction in grading turnaround time to within 2 to 13 hours. This was possible because the system will automatically generate email notifications to the tutors whenever students submitted their assignments. The tutors were asked to try to grade assignments within 24 hours, but all of them were able to do much better than that.
  4. Improve student teacher interaction: Each homework assignment had an associated Facebook-style conversational feed that allowed students to discuss the grading/assignments with the tutor. Also, the system supported line-by-line annotations so that tutors can pinpoint the exact mistakes that were made and discuss them with students in a separate conversational feed. 
  5. Effective & efficient student monitoring: The automatically graded exercise system (Paths) provides the teaching staff with a means to quickly identify students who are struggling with the course material and also see where the students get stuck. The EXP overview screen also allows the teaching staff to identify struggling students within the first 3 to 4 weeks of the semester. Previously, such students could only be identified after the midterm exams in Week 7.
  6. Quality assurance for teaching staff. The platform has many built in metrics to measure and enforce performance standards on the tutors who grade the assignments. The lecturer is able to check on how promptly and well the assignments are graded and the students’ queries are answered.  The system tracks the students’ queries so that none will be missed and all queries will typically be responded to within a day.

In conclusion, Dr Leong ended the session emphasizing that game mechanics is not a silver bullet which can automatically improve teaching. Teaching is fundamentally the business of people. Software cannot and will probably never be able to replace human teachers. We should view game mechanics as yet another tool that if employed correctly has the potential to improve teaching. However, the tool will only be effective if the course is already well-designed with effective assignments and supporting lectures and tutorials. He also indicated that he currently has a final year student who was developing an open-source version of a gamification platform to support teaching that should be completed in the next semester.

Q & A Session

Following the presentation by Dr Leong, a lively discussion ensued and listed below are some questions from the subsequent Q & A session.

Q:  University teaches student to manage their time effectively but you are contradicting this by asking them to do things at certain timings (e.g., you make them do an MCQ test immediately after lecture). Why?
BL: We are helping them do time management by pacing out the assignments in smaller chunks. The MCQ exercise that is done within a day after a lecture is relatively short. They are designed to be completed within 10 to 15 minutes. This should not cause significant disruptions to their time management plans and allow us to identify students who did not completely understand the material covered in lecture in a timely way. While the new assignments are broken into smaller and “more digestible” pieces, some students will still do them only approaching the deadline, but because the assignments are now smaller, they are much better off under the new system than the previous one. I am personally not convinced that left to their own devices, the students will naturally learn time management.
Q:  You talked about motivation, is there any way to quantify how this affects the students’ drive?
BL: Good question. Frankly, we do not yet know of a method as to how to measure it. What we can measure quantitatively is that students submit their assignment earlier than before.
Q:  You mentioned a cost of S$ 20k. Is it the total of software plus hardware cost?
BL: The cost involved was mainly for software and course material development.  In fact, only about 30% of the total cost was for the development of the software. The rest of the manpower course went into the content development. That said, the reason why we can build the software platform at such a low cost is because we are the CS Department and we have access to students who have the capability to build it and they willing to do it on the cheap. Commercially, the cost of building such a platform would be significantly higher. It is quite a large system and it was all built from scratch.
Q:  How do you think this will work with other discipline?
BL: One of our colleagues, Steven Halim, used the same gamification system in his module CS2010. He did not have the funding to develop the comics and storyline, so he used the platform as a means for students to submit homework and to do grading. He said that it works for him as he thinks that his students are more motivated. One of my ex-students is currently a geography teacher in a local secondary school and he too has reported success in using this approach in teaching geography. So, it is a resounding yes that the same approach can work in other disciplines. What it requires is that the class is already sound and well-organized. It also requires a lot of effort in the restructuring of assignments or the development/creation of new assignments.

References

  1. JFDI Academy (2010)
    http://jedi.ddns.comp.nus.edu.sg
  2. McGonigal, J. (2010). Gaming can make a better world. TED: Ideas Worth Spreading.
    http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world.html

Teaching Large Classes: Technology to the rescue!

Technology in Pedagogy, No. 12, October 2012
Written by Kiruthika Ragupathi

Large class sizes are very common on university campuses, and teaching such large classes can be extremely demanding. For new teachers, the task of lecturing 300-400 students in huge lecture theatres may be intimidating particularly at the beginning of term. However, the feeling usually eases out with experience and after the very first lecture. As the term progresses, the bigger challenges that emerge are catering for diverse student capabilities and explaining the same concepts multiple times (via email or in person) and finally, marking, sorting and entering marks for a large class at the end of the semester is not an easy task either.

In this session, Dr Akash shared his experience on how some technology-driven solutions can be used to address these challenges. The solutions are designed to engage students’ specifically in large classes and also help lighten the workload of faculty members. The tips and tricks he shared were classified into three broad areas:

  1. Explaining concepts with ShowMe App,
  2. Conducting lecture quizzes, and
  3. Managing and sorting exam scripts.

Explaining concepts with ShowMe App

At NUS, the class sizes are large for introductory or Level 1 courses with hundreds of students assigned to a single instructor. Typically the demographic of such large foundation classes are composed of students with varying degrees of knowledge and background and also varying learning styles. Thus, some of the challenges faced in such large classes include:

  • Lectures being generally targeted towards average student understanding
  • Explanations to be customized for weaker/stronger students
  • Repetition of the same concept for multiple times
  • Frequent answering of questions over emails/forum

All of these may sometimes be inefficient and insufficient, particularly when elaborate illustrations might be required to solve problems posed or questions raised, particularly when static images may not be sufficient. Hence in an ideal situation, it would be good if the lectures are recorded as video clips when particular concepts are explained to a small group of students and make them for the entire class to refer to it whenever necessary.

Dr Akash was aspiring towards this kind of model and found many iPad Apps for the purpose which could allow adding a voice annotation to a PDF file, while others allow making text notes and adding audio at various parts. However, he only found a few apps which could allow him to actually record the screencast as he explained the concepts to his students – ReplayNote (Paid App that costs US$4.99) and ShowMe (Free).

Dr Akash chose to use ShowMe App, as it allows him to work easily using the iPad as a scratch paper and record the video as he draws while also synchronizing the audio. The entire video could then be uploaded to ShowMe database and can be made available to everyone in the world (if you like) or provide access to a specific group by sharing the link with the students. The video can easily be downloaded for uploading to IVLE Mutimedia bank and be published in the IVLE workspace.

He also cautioned that only images can be included in the application, but in reality instructors often use PDF files. Therefore whenever PDF files are to be used, a screenshot of the page can be taken with any PDF viewer available on the tablet. The page could then be cropped using any built in Photo editor. He felt that when illustrating on the tablet, using a stylus pen to write on it would be a better option compared to using the pen.

He shared the 5 simple steps involved in using the ShowMe App:

  1. Install the App
  2. Make an account
  3. Create new videos
  4. Upload and share! Various sharing options are available:
    • Email the link to anyone
    • Use embedded html option from ShowMe
    • Post on Facebook/Twitter
    • Download the video from ShowMe site once it is uploaded
    • Downloaded video has small ShowMe watermark, and can be removed by downloading the video using the embedded video file link
  5. Browse existing videos using the App.

Pedagogical Advantage:

  • Students resonate more with the personal touch of their own instructor and are therefore more likely to subscribe to the concept. The style of the screencasts also conforms to the instructors’ teaching style providing the much needed consistency that students appreciate.
  • The content is tailored to one’s own course and gives you the flexibility to address topics based on the specific the needs of the students in your class (e.g, tutorial questions, assignment tasks, difficult concepts discussed in class, for classes with laboratory components).
  • Gives students the flexibility to review the clips at their convenient time, pace and place.
  • Such screencasts can also be reused with other classes and thus reduces the time taken to produce these clips

 Conducting Quizzes

The second biggest challenge when teaching large classes is to gauge the level of understanding of the topics and materials presented in the classes. The instructor should be able to monitor the progress of class regularly (e.g every 2-3 week time) and ensure that the students are up-to-date with the concepts taught in class. Dr Akash said he employed a fairly simple technique to address this though he could have used other technology-driven solutions like the clickers and IVLE Polls.

For a large class with 350 students, he experimented giving the class 5 short quizzes and assigned 20% marks to those quizzes. However he needed to ensure that his students were not copying from their peers. To make it easier, he used different colour answer papers. This made it easier to ensure that no two neighbours had the same colour answer sheet.

How did Dr Akash do it?

  • Distribute different colour answer sheets
  • Flash four questions on the screen and students answer the questions based on the colour of their own answer sheet.
  • The questions could also be photocopied/printed on 4 different colours, making it easier for students to read questions rather than read it off the projector. 

The similarity in the questions designed makes student feel comfortable that the difficulty level of the questions for his peers is comparable.

It is important to note is that the need for at least 3-4 helpers to distribute and collect answer scripts, and that this exercise takes about 25 minutes to conduct a 10-minute quiz.Dr Akash indicated that he received positive feedback from students for conducting such short quizzes in class. He also felt that this increased participation in forum over the semester. He also initiated a Facebook group where students participated in discussions.

 Pedagogical Advantage:

  • Act as an early assessment strategy that gives early-warning by alerting to problems before disaster develops.
  • Provide formative feedback to the teacher and helps in aligning teaching to students’ learning. For example, the quizzes will provide an indication on how well the class understands things. This allows the instructor to organise and explicitly re-focus content for the subsequent lectures.
  • Promotes discussion, especially peer discussion. When the quizzes are conducted regularly will initiate discussion (e.g., generating arguments for an answer improves the learner’s grasp even if they had selected the right answer), thereby promoting deep learning.

Managing and sorting exam scripts

The next biggest challenge after having conducted short quizzes in large classes is the task of marking, sorting scripts. Overwhelmed with the task of marking and sorting, Dr Akash felt the need for a mechanism to:

  • reduce the time taken to sort scripts
  • eliminate errors in the entry of marks (as it is often embarrassing, when the errors are pointed out by others)
  • a fool-proof and fast method for entering and sorting scripts.

With the need to address the challenges posed, he resorted to using Microsoft Excel for the purpose by using some clever lookup formulas within the Excel worksheet.

Steps involved:

  1. Check uniqueness of last four characters in Matric Number
  2. Enter Marks
    • One person (perhaps TA) reads out the last four characters of Matric number and marks (one participant commented the use of “Speak Cells” option to do the job) while the instructor enters them in Excel
    • Automated functions check if the entry is valid
    • Full Matric number is displayed for cross-checking (Often some wrong entries are found either due to bad hand-writing or wrong numbers being intentionally written)
    • Achieve about 20 scripts per minute of entry
  3. Sort using Excel
    • The basic idea is divide and conquer. The total number of piles that the entire set has to be split into is determined first (e.g. for 300 students you may want 15 piles)
    • The final position given to students’ Matric numbers is already known in Excel, and is used to determine which pile a script belongs to.
    • Each pile is then manually sorted and about 25-30 scripts can be completed in a minute and with only 20 scripts, we often get continuous numbers making sorting rather easy
    • With each pile taking about 3 to 4 minutes, in about 20-25 minutes two people can finish.
  4. Double-check the entry of marks
    • The order of marks in Excel is tallied with the physical sorted list and can be done really fast. Since the order of entering the marks and tallying is very different, the possibility of error after this step is very low
    • The whole process takes about an hour with 400 scripts. In the beginning the process takes longer but gets faster with practice

Dr Akash did a quick demo of the Excel file on how it is being done. This exercise greatly reduced the time taken by the team to make an entry of the marks which would have otherwise take more time and manpower.  (Download the sample excel file)

Q & A Session

The presentation was interspersed with questions for each of the section.

Q:  How popular are the videos with your students?
AK: Very popular during the exam time with the number of downloads increasing rapidly. This could be because it allows students review the video clips as many times as needed to revise for their exams.
Q:  How do you edit the videos created instead of re-recording the entire clip?
AK: I always use 3rd party software like Windows Moviemaker to edit the video by removing the unnecessary portion and replace it by inserting/recording a new clip.  
Q:  Can you prevent the public from viewing the screencast videos you have created?
AK: You can set the viewing rights to private using the ShowMe app or you can convert it to a video, and upload it in the IVLE Mutlimedia.
Q:  Is it possible to type in text instead of writing with the ShowMe app?
AK: No, typing is not possible. However, you can use another app to type in your text, capture as image and insert into the ShowMe app.
Q:  You indicated that participation in the forum increased, but I have students who don’t want to post questions nor share their answers in the forums.
AK: I do not have a problem with that. Probably, you could post the student’s question on the forum and get other students to answer it.I also find that when a Facebook (FB) group is used, students communicate with their peers on academic matters more naturally even if instructors do not initiate questions.

References

  1. A blog post titled “Show what you are thinking with ShowMe App”
    http://blog.nus.edu.sg/thetablet/2012/05/22/show-what-you-are-thinking-with-showme-app/
  2. ShowMe Screencast Video Sample
    http://www.showme.com/sh/?h=mLUOSCe
  3. Facebook group
    http://www.facebook.com/groups/154579507999479/ 
  4. Discussion forum
    https://ivle.nus.edu.sg/forum/forum.aspx?forumid=8d1b154a-7cc8-4baf-824a-3ffb0b7d6443

Using SMS to Increase Interaction with Students during Lectures

Technology in Pedagogy, No. 11, September 2012
Written by Kiruthika Ragupathi

It is well known that interaction during lectures is beneficial for both teachers and students and enhances the teaching and learning process.  Interaction in classes can provide feedback to the lecturers, increase student engagement and promote an active learning environment (Mazur, 1998). However, it is well-acknowledged that to engage students in interactive activities, particularly in large classes, can be very challenging. Classroom Response System (CRS) is one such technology that can be used to enable interaction in large classes.

In large classes, students (in particular, the Mathematics students) are not very interactive says Dr Röllin, an Assistant Professor with the Department of Statistics and Probability. He confirms that his graduate students tend to ask questions during lectures, while that is not the case with his undergraduate students. To better engage his students while teaching large classes with class sizes that from 80 – 200, he opted for using questionSMS (qSMS), an SMS-based Classroom Response System (CRS) developed at NUS. Dr Röllin says it enables him to obtain real-time feedback from his students either through short informal polls or by allowing them to ask questions anonymously.  In this session, he shared his experience on how he uses the qSMS tool to improve interaction with students during his lectures.

 What is questionSMS?

questionSMS is a tool that uses SMS and allows teachers to create questions and SMS codes. Students are then able to SMS their answer to 77577 using the correct SMS code either to participate in asking general questions or in answering the multiple choice questions (MCQ). The SMS codes created start with the first 3 characters of the lecturer’s department that initiates the qSMS and allows up to 5 other characters to be entered.

During his lectures, Dr Röllin says he always has a general question open via the questionSMS tool that allows students to ask questions and raise concerns about the lesson being delivered. He scans through the questions posed by his students during class or during the break either by using an iPad or another laptop to answer selected questions at appropriate times. At times, if necessary he displays the questions and responses to students during the lecture. He employs an online poll to check on the students’ understanding of the lesson. To make it consistent and efficient, he uses a standard code (e.g., (e.g., assign a code using your initials, STAAR) for students to ask general questions during all his lectures. And as the lectures progress, he uses STAAR1, STAAR2, STAAR3,… STAARn for polls and MCQs. Originally, he used the fairly standard method of distributing the questionnaire in class and asking students to complete it before they leave his class. He started using qSMS as it not only cuts his workload on counting and tabulating the student responses given on paper but it also gives him immediate responses and gives a better understanding of his students’ learning. As the answers are anonymous, students feel safe to ask questions.

He gave a quick demo on how to create the SMS codes. The steps are listed as follows:

Login to the tool at: http://qsms.nus.edu.sg/. The tool has two options for lecturers:

  • Free text question: Used to create general questions
    Create a code and enter the question in the fields provided and finally click on Create SMS Code.

  • Mutliple choice poll: To create multiple choice questions / online polls
    Create a code and enter the question in the fields along with the MCQ/Poll options (the choices are separated by comma) and finally click on Create SMS Code.

Mutliple Choice Poll

 Dr Röllin finds the qSMS tool useful as it:

  • allows for immediate feedback
  • increases interaction in class with more questions raised;
  • enables him to get a midterm feedback on the course;
  • allows him to change the style and pace of the class from time to time;
  • easy to create and use; and
  • may actually reduce his workload. I like it because there is change of style and pace,

Dr Röllin also feels that this tool can also be used for the organization of the course (e.g.) allow students to choose tutorial groups slot or get their feedback on whether certain timings are suited for tutorials.  However, he cautioned that the feedback got is not representative of the class, since some students do not participate. Hence it would not be advisable to use it as an exam tool since not all students participate.

Pedagogical advantages that questionSMS offers

  • Students more likely to attend class, be engaged & participate thereby increasing interaction and encouraging more questions
  • Allows for immediate feedback (raising hands)
  • Allows teachers to understand which concepts they need to spend more time on
  • Encourage honest answers through anonymous response
  • Implement peer instruction
  • Changes the style and pace of the class appropriately

Summary of Feedback/ Suggestions from the Discussion

Q & A Session

Following the presentation by Dr Röllin, a lively discussion ensued. Some participants checked on whether the SMS charges would deter students from participating in the discussions. However, faculty members who have tried using qSMS felt that that does not seem to pose a problem with the students, given that the students have a student plan that gives a free usage of local SMS. There were others who worried about teaching students on how to use the tool, which is rather unfounded with the GenY students.

Listed below are some questions from the subsequent Q & A session.

Q:  If you are doing a poll, can the same student keep giving multiple responses?
AR:

No, as the system recognizes his number and replaces his earlier response with the newer one. However for a free text question, the system will take in multiple responses from the same student.

Q:  Do students participate during the first class?
AR: When I started using this 2 years ago, I got more students participating than it is with my present cohort of students. The first day is more of a trial and gives students a feel of the system. The participation rate greatly depends on the students’ and their interest level.
Q:  Have you taught the class without qSMS? How is the response rate?
AR: Yes, I have and seldom get any questions during the lecture. Students would generally ask questions after the lecture and answers are then discussed with that student or a group of students, and this method does not benefit the entire class. Hence, I prefer to have questions during the class which will enable the sharing of my feedback/responses and provide clarifications to the entire class.
Q:  Is it possible to create impromptu questions during a lecture?
AR: Yes. Since the creation of questions is very quick, it is possible to create impromptu questions as the class progresses. I usually have two screens – an iPad and the projection. While the slides are projected on the screen, one can view the responses using the iPad to decide on the questions to be discussed.
Q:  Do you organize your questions before the lessons?
AR:

I plan the questions in advance and also the appropriate time at which the questions need to be asked well before the class.

Q:  What do you do when you repeat the course again, do you use the same questions?
AR: When I plan the questions for the course, I create a bank of questions that I would use. These questions could then be reused when I offer the same course again. This also gives me a better understanding of the type of questions to ask or not to ask based on the previous years’ experience.
Q:  Is the SMScode used, case-sensitive?
AR:

No, the SMSCode used when replying is NOT case-sensitive. However, when extra spaces are keyed in, it might not translate to valid response.

Q:  You indicated that the SMSCodes expiry in 24 hrs, is it possible to change it?
AR: The expiry is usually set at 24 hrs and is not possible to change it. However, you could at any point of time activate the Expire SMS code, and this would stop receiving any further SMS.
   
Q:  Does the system allow you to send the questions to the students by SMS before the class?
AR:

The qSMS system does not have the option to send your questions automatically to your students before the class. However, you could use other tools in IVLE, the IVLE announcement function or an email to send the questions to your students. You could even display the question in class by having a PowerPoint slide with the question as and when required.

Q:  How much time do you give students to answer?
AR:

Too much time will interrupt the lesson, so I usually give about 1-2 minutes for my students to respond.