IBLC11-Abstract-Workshop: Can playing poker game lead to institutional enhancements?
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16 May 2011
Author: Dr Marija Cubric
The primary aim of the workshop is to evaluate different learning technologies and their suitability to support blended learning approaches in higher education, using Chickering and Gamsons’s “seven principles for undergraduate education” as an underlying pedagogical framework for evaluation. In addition, the particpants will become familiar with an innovative evaluation technique, which they can re-use in their institutions.
The evaluation will be performed using the “planning poker game”, a popular technique borrowed from the field of project management, where it is used for estimating the implementation effort required for individual projects activities. We will exploit the game and its ability to help reach group consensus on the suitability of various popular educational technologies in supporting Chickering and Gamsons’s principles.
The technology candidates for the evaluation will include: wikis, blogs, discussion forum, electronic voting systems (EVS), wikis, tablet PCs, podcast, video clips, virtual classroom, computer assisted assessment, e-mail, audio-visual presentations, twitter, Second Life etc. The selection of technologies will be agreed with the workshop participants prior to the event.
The true benefits of the game, as experienced by several University of Hertfordshire teachers who used the game to evaluate twelve different technologies in 2010, have arisen through the formulation and analysis of the “uses” (or scenarios) of the technology, articulated to demonstrate the importance of having a pedagogical purpose in which to deploy the technology. The most important tacit outcome of the game, as recognised by the prevoius participants, was in instigating an in-depth conversation about the quality of blended learning and resulting student experience.
The last 15 minutes of the workshop will be reserved for discussion on how the game can help understanding and sharing of good practices and ultimately lead to institutional enhancements.
The target audience for this workshop include lecturers, teaching and learning support staff, who are already using some of the aforementioned technonlogies.
Keywords: planning poker game, educational technologies, Chickering and Gamson's principles, technology affordancies