Designing a feedback platform for education

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Designing a feedback platform for education Tuesday 06/06 17:30-19:00h Plenary Hall Abstract Feedback is a crucial aspect of education. The increasing use of technology in education has inevitably led to technological development in the ways to provide feedback for keeping learning optimal. In this workshop, we going to give a

Speakers

Krist Shingjergji
Krist Shingjergji
Open University of the Netherlands
neutral portrait picture
Birce Yilmazkarasu
Open Universiteit, The Netherlands
Michal Slupczynski
Michał Słupczyński
RWTH Aachen University, Germany

Start

06/06/2023 - 17:30

End

06/06/2023 - 19:00

Designing a feedback platform for education

Tuesday 06/06 17:30-19:00h
Plenary Hall
Abstract

Feedback is a crucial aspect of education. The increasing use of technology in education has inevitably led to technological development in the ways to provide feedback for keeping learning optimal. In this workshop, we going to give a presentation on current methods of using technology for feedback in learning. We are going to use two different use cases of tools for feedback. Namely, a tool that will give feedback to the teacher regarding the affective states of the students in an online classroom that can be used for instant adjustment of the way of teaching and a tool that provides feedback on learning energy saving in a gamified manner for long-term behavior change. Attendees of the workshop will gain firsthand experience with the design sprint approach and the opportunity to contribute to the creation of creative and practical tools for feedback. The participants’ input will be utilized to inform the design of the educational tools and to study how gamification affects participation in design processes.


Needs Analysis

Feedback is one of the most powerful influences on learning and education. Teachers and students exchange feedback on different aspects in order to keep the learning optimal. Certain types of feedback require some changes in order to achieve the learning goal. These changes can be from instant adjustments to long-term behavioral changes. The rapid development of educational technology (EdTech) has affected the methods of feedback in learning, with increasing research on delivering feedback using technology. In this workshop, participants will explore the ways of providing feedback using artificial intelligence (AI) through two different use cases. Namely, the feedback regarding the affective states of the students in online classrooms and the feedback on learning energy-saving behavior. The participants will work in teams, where they will have the opportunity to collaborate and exchange ideas with peers.


Learning Objectives

Through the presentation, the participants will learn about the following:
– The importance of feedback in learning
– Different types of feedback
– State-of-the-art methods for using technology to provide feedback in an effective way.

Through the group activities, the participants will have the opportunity to:
– Understand the principles of design thinking and how they can be applied to create tools for sharing feedback in learning.
– Learn how to identify key features and components of participatory/gamification design.


Pre-activities

None.


Session Description

Presentation [20]
Forming groups [5]
S1: Design [30]

  • T1: Each group will discuss different aspects of a tool that will be used to provide feedback to the teacher regarding the affective states of the student in an online classroom. The discussion points will be:
    What type of feedback will be better for keeping online learning optimal?
    What are the main concerns regarding such a tool?
  • T2: Participants will discuss the design of a prototype that promotes behaviour change for sustainability utilising AI and gamification. The discussion points will be:
    What gamification design would increase motivation for sustainability?
    Which types of interventions would have the higher impact on the behaviour change?

S2: Discussion [30]

  • T1: The groups are going to present their outcomes and have the opportunity to elaborate on their ideas discuss about the design of the proposed tool.
  • T2: The groups are going to present their outcome design in an gamified environment.

S3: Summary [5]