Exploring Artifact-Generated Learning with Digital Technologies: Advancing Active Learning with Co-design in Higher Educ

  • PDF / 740,411 Bytes
  • 30 Pages / 439.37 x 666.142 pts Page_size
  • 110 Downloads / 215 Views

DOWNLOAD

REPORT


Exploring Artifact‑Generated Learning with Digital Technologies: Advancing Active Learning with Co‑design in Higher Education Across Disciplines Isa Jahnke1   · Michele Meinke‑Kroll1 · Michelle Todd1 · Alexander Nolte2,3 Accepted: 19 September 2020 © Springer Nature B.V. 2020

Abstract Active learning strategies increase student engagement and performances, however, there is student resistance toward such instructional interventions. To overcome student resistance groupwork can be useful. In addition, digital technology can be used to re-design courses to add active learning techniques and support learning with and not from technologies. We developed active learning strategies in a digital environment, artifact-generated learning (AGL). The aim of this exploratory research was to study student engagement in AGL setting by focusing on how student work together, student satisfaction, motivation, and roles. We conducted an open course with students from various disciplines. We applied Chi’s conceptual framework of the three active learning levels of active-constructiveinteractive (interactive is highest level), to study the AGL intervention in student groups. Methods of focus groups, observations, and online questionnaires were conducted to analyze group interaction. Results, presented for four student groups, indicate two groups were active-constructive, one group was interactive, and one group reached beyond the highest level that we call co-design level. Implications raise awareness to distinguish between active learners and co-designers. An interactive group is not necessarily a co-designer. A co-designer is an active student who also acts beyond the given course design as s/he constructively searches for and utilizes other resources in order to accomplish set goals. To overcome student resistance, a new process-based assessment format may enhance students to become co-designers on the group level. Keywords  Higher education · Meaningful use of technology · Co-design · Learnercentered

1 Introduction Research shows the importance of active learning strategies in higher education. Active learning increases student performance and improves student outcomes (Ruiz-Primo et al. 2011; Freeman et  al. 2014). While passive learning means students are consumers of * Isa Jahnke [email protected] Extended author information available on the last page of the article

13

Vol.:(0123456789)



I. Jahnke et al.

information (e.g., lectures), active learning leads students to be engaged with the content in various forms such as engaging in discussions or learning by doing (Bonwell and Eison 1991). However, with web-enabled technologies in 1:1 classrooms (as one device per student), students are also able to search for the information online. Floridi’s (2014) concept of being constantly online, before and particularly during Covid-19, pressures instructors to rethink active learning strategies in online or hybrid formats. Learning with digital technologies can mean that the instructor wants the students to find the right answe