Award Abstract # 1712030
Collaborative Research: Active Learning for Out-of-class Activities to Improve Student Success

NSF Org: DUE
Division Of Undergraduate Education
Recipient: WINSTON-SALEM STATE UNIVERSITY
Initial Amendment Date: July 31, 2017
Latest Amendment Date: July 31, 2017
Award Number: 1712030
Award Instrument: Standard Grant
Program Manager: Huihui Wang
DUE
 Division Of Undergraduate Education
EDU
 Directorate for STEM Education
Start Date: September 15, 2017
End Date: August 31, 2022 (Estimated)
Total Intended Award Amount: $233,827.00
Total Awarded Amount to Date: $233,827.00
Funds Obligated to Date: FY 2017 = $233,827.00
History of Investigator:
  • Muztaba Fuad (Principal Investigator)
    fuadmo@wssu.edu
  • Lynn Zubov (Co-Principal Investigator)
Recipient Sponsored Research Office: Winston-Salem State University
601 S MARTIN LUTHER KING JR DR
WINSTON SALEM
NC  US  27110-0003
(336)750-3019
Sponsor Congressional District: 10
Primary Place of Performance: Winston-Salem State University
601 M. L. King Jr. Drive
Winston-Salem
NC  US  27110-0001
Primary Place of Performance
Congressional District:
10
Unique Entity Identifier (UEI): K54FKGWN2EN5
Parent UEI:
NSF Program(s): IUSE
Primary Program Source: 04001718DB NSF Education & Human Resource
Program Reference Code(s): 8209, 8244, 9178
Program Element Code(s): 199800
Award Agency Code: 4900
Fund Agency Code: 4900
Assistance Listing Number(s): 47.076

ABSTRACT

Motivating and engaging students with course content once they leave the classroom is challenging. A plethora of research exists on various in-class student engagement methods. However, there is a dearth of research on keeping students engaged with traditional out-of-class activities. This project will provide Computer Science students interactive and motivating out-of-class activities. Activities will be available in a mobile environment which the current generation of students actively use. They will accommodate personalization and adaptation to optimize the learning experience for each individual student. This approach is expected to motivate students to take personal responsibility for learning. The project is a collaboration between a Hispanic Serving Institution and a Historically Black University. The open source nature of the mobile platform may facilitate its adoption by other disciplines and institutions. The project addresses the national interest in developing a strong and diverse Information Technology workforce.

The goal of this project is to motivate students to take initiative for learning outside the classroom. Out of class active learning activities will be enhanced with four unique factors. First, the activities are interactive and smaller than traditional out-of-class activities. This allows for instructional scaffolding. The activities can be deployed more frequently and with higher expectations. This is expected to motivate students to raise expectations of themselves. Second, the project's mobile technology-based learning environment will deliver and administer the activities. Third, social networking with their peers is incorporated into the learning environment. Finally, gamification components in the form of online learning and engagement strategies are used to encourage students to participate and become more engaged in the activities. The mobile interactive learning environment allows faculty to facilitate learning even after the students leave the classroom. It allows early intervention when students fall behind their peers. Active out-of-class learning experiences enable learning to occur anytime, anywhere, and at the student's own place. This is expected to promote more effective student engagement, enhanced student learning, improved satisfaction, and increased student retention. The project team includes computer science faculty from two universities that serve unique student population. Through this collaboration, two diverse student populations will be engaged with the intervention. This will allow better insights for generalizing the approach to broader audiences.

PUBLICATIONS PRODUCED AS A RESULT OF THIS RESEARCH

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Fuad, Muztaba "Dysgu: A Tool to Keep Students Engaged Outside the Classroom" 2019 IEEE International Conference on Engineering, Technology and Education (TALE) , 2019 https://doi.org/10.1109/TALE48000.2019.9225894 Citation Details
Fuad, Muztaba and Akbar, Monika "Effect of Peer Influence and Self-Reflection on Scaffolded Out-of-Class Activity Administered Using a Mobile Application" Education Sciences , v.12 , 2022 https://doi.org/10.3390/educsci12120863 Citation Details
Fuad, Muztaba and Akbar, Monika and Croslen, William D "The Effectiveness of a Mobile Educational Platform for Engaging Students in Out-of-class Activities" 2023 IEEE World Engineering Education Conference (EDUNINE) , 2023 https://doi.org/10.1109/EDUNINE57531.2023.10102869 Citation Details
Fuad, Muztaba and Akbar, Monika and Gloster, Clay and Aun, Nathan and Zubov, Lynn "A mobile educational platform based on peer influence and instructional scaffolding for engaging students in out-of-class activities" 2021 International Conference on Advanced Learning Technologies (ICALT) , 2021 https://doi.org/10.1109/ICALT52272.2021.00026 Citation Details
Fuad, Muztaba and Akbar, Monika and Zubov, Lynn "Active Learning for Out-of-Class Activities by Using Interactive Mobile Apps" 2018 International Conference on Learning and Teaching in Computing and Engineering (LaTICE) , 2018 10.1109/LaTICE.2018.00008 Citation Details
Fuad, Muztaba and Akbar, Monika and Zubov, Lynn "Dysgu: A Mobile-Based Adaptive System to Redesign Out-of-class Activities" 2018 IEEE Frontiers in Education Conference (FIE) , 2018 10.1109/FIE.2018.8659143 Citation Details
Fuad, Muztaba and Akbar, Monika and Zubov, Lynn "Keeping Students Occupied with the Course Contents After Leaving the Classroom" Proceedings of the 2020 ACM Conference on Innovation and Technology in Computer Science Education (ITiCSE) , 2020 10.1145/3341525.3393990 Citation Details
Fuad, Muztaba and Akbar, Monika and Zubov, Lynn "Social Learning and Scaffolding to Improve Student's Self-efficacy and Engagement" Proceedings of the 51st ACM Technical Symposium on Computer Science Education , 2020 10.1145/3328778.3372583 Citation Details
Fuad, Muztaba and Akbar, Monika and Zubov, Lynn and Deb, Debzani "Out-of-class Activities: What Have We Been Doing and How We Can Change it for the Future" 2019 14th International Conference on Computer Science & Education (ICCSE) , 2019 10.1109/ICCSE.2019.8845513 Citation Details

PROJECT OUTCOMES REPORT

Disclaimer

This Project Outcomes Report for the General Public is displayed verbatim as submitted by the Principal Investigator (PI) for this award. Any opinions, findings, and conclusions or recommendations expressed in this Report are those of the PI and do not necessarily reflect the views of the National Science Foundation; NSF has not approved or endorsed its content.

Classroom instructions and activities form the core of formal learning. Since limited class time (at the college level) is not enough to help students build their skills, out-of-class activities, such as homework or assignments, are frequently used to complement the learning process. Such out-of-class activities also help students build skills in time management, independent learning, and self-efficacy. However, keeping students engaged in out-of-class activities has been challenging. Students spend more hours working part or full-time for several reasons. The current student population has different motivating factors, including gamification or peer influence.

This research investigates the impact of a mobile-based educational platform, Dysgu, on keeping students engaged in out-of-class activities. Although active learning is valued as an effective technique for improving student learning and engagement, it is often not utilized for out-of-class activities and traditional unsupervised activities are mainly used to keep students engaged in the content after the class. Dysgu enables active learning for out-of-class activities and, through the transformational role of mobile devices, allows students to participate in out-of-class activities anywhere and at any time. Dysgu engages students with out-of-class activities better and reduces procrastination. Using Dysgu, faculty can facilitate and monitor learning after the students leave the classroom and intervene early when they fall behind.

Dysgu provides features to achieve student learning and engagement outside the classroom, with the following major features:

# The system's background operations are transparent to the stakeholder, so there is no need for administration or day-to-day management of the software. It is achieved through a cloud-based repository system designed explicitly for Dysgu. Neither the faculty nor the students have to worry about managing or paying for such cloud infrastructure and services.

# Dysgu allows activities to be put in modules with learning paths with different degrees of difficulty to support instructional scaffolding. A module can have different learning paths with various activities.  Some of the modules' paths can be designated as practice paths to help students practice the concept. Other paths are designated as student learning outcome (SLO) paths, where students are assessed on their learning skills. Additionally, some paths can be assigned as extra credit, which has problems that require additional effort from students.

# Students can earn a score in the SLO path, which is used to calculate their course grades; however, students can only earn points by solving problems in other paths, which they can use to extend the deadlines.

#  Each exercise in a path is modeled as an interactive activity. While these activities have to be finished within a timeframe, they have interactive elements.

# Dysgu provides lightweight gamification and social networking aspects within student privacy regulations to motivate and engage students. Students can compare their progress with their classmates. Dysgu shows the student score, placement compared to the class and timing information. Additionally, students are awarded badges depending on different conditions and they can see what badges they won and compare them with the rest of the class. It also shows how many other students have checked their progress, which might encourage the students to engage more in the activities.

# Dysgu is developed to support several adaptations for different class situations and personalization to address student needs. For instance, the client app allows students to set the number of notifications they will receive from the app each day or what time of the day. This enables students to change and update their study time to match their class, work, and other schedules and instruct the app when to remind them of pending tasks and how many times to remind them during the day.

 The new pedagogy, with the help of Dysgu was used for two semesters in the same Computer Science course. Because of COVID, the software could not be used for three semesters as planned because all classes were moved online, and we could not supply students with devices and training to use the software. The research studied the student-generated evidence of the strong and weak points of the Dysgu interventions and explored various research questions around these evidences. The comparative study based on students' grades and submission time shows that the intervened group performed better than the non-intervened group.  Analysis of survey responses shows very high levels of agreement on perceived learning and engagement. Answers to the open-ended questions reveal mostly appreciated features of Dysgu and differences between student responses at WSSU and in the collaborator's university regarding assignment grades, submission timeframe, and usage analytics. The grading and timing data and experience surveys show that peer influence and self-reflection in the mobile platform are good motivators and positively impact performance and on-time submission. Overall, students enjoyed Dysgu, explored it enough to suggest necessary improvements and expressed the desire to experience more of it beyond the intervened course.

 


Last Modified: 12/12/2022
Modified by: Muztaba Fuad

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