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Engaging Students through Interactive Media



In today's instructional design landscape, it is crucial to employ learner engagement strategies that captivate and motivate students. This case study focuses on incorporating interactive media as a learner engagement strategy to enhance student participation and learning outcomes. By recognizing and implementing three key learner engagement concepts, this case aims to rethink traditional instructional design approaches and foster a more engaging learning environment.Concept 1: GamificationGamification is a learner engagement concept that introduces game elements into the learning process to increase student motivation and participation. In the case study, an online science course utilized gamification by integrating interactive quizzes, leaderboards, and virtual rewards. This approach resulted in higher student engagement and improved knowledge retention (Jones et al., 2018). By leveraging game mechanics, the course successfully transformed a traditionally passive learning experience into an interactive and immersive adventure. Gamification involves incorporating game elements, such as points, levels, badges, and challenges, into the learning process. It taps into the natural human inclination for competition and achievement, motivating students to actively participate and progress in their learning journey. By introducing interactive quizzes, virtual rewards, and leaderboards, gamification provides immediate feedback, a sense of accomplishment, and a fun learning experience. This learner- engagement strategy promotes higher levels of engagement, increased knowledge retention, and a positive learning atmosphere (Jones et al., 2018).Concept 2: Social Media Learning


Social media learning encourages student collaboration, knowledge sharing, and peer-to-peer engagement. In the case study, an English literature class incorporated a dedicated Facebook group where students could discuss assigned readings, share relevant articles, and engage in online debates. This learner engagement strategy facilitated active learning, increased student interaction, and created a sense of community among the learners (Junco, 2015). Social media platforms offer opportunities for collaborative learning, knowledge sharing, and community building. By integrating social media into instructional design, educators can create dedicated groups or forums where students can engage in discussions, share resources, and collaborate on projects. Social media learning facilitates peer-to-peer interaction, encourages active participation, and fosters a sense of belonging among learners. It also enables students to access learning materials and engage in discussions outside of the classroom, promoting continuous learning (Junco, 2015). Certainly! Let's explore the concept of social media learning in more detail.


Social media platforms have become an integral part of our daily lives, and they also offer significant potential for enhancing the learning experience. Social media learning involves leveraging various social media platforms, such as Facebook, Twitter, LinkedIn, and online forums, to support and facilitate learning activities. Social media platforms enable immediate feedback and reflection. Students can post their work, seek feedback from peers and instructors, and reflect on their learning progress. This feedback loop promotes active learning, self-assessment, and continuous improvement. Integrating social media into educational settings requires careful planning and consideration of privacy, security, and ethical concerns. However, when used effectively, social media learning can enhance learner engagement, promote collaboration, and create a dynamic and interactive learning environment.



Concept 3: Virtual Reality (VR) and Augmented Reality (AR) Applications


VR and AR technologies offer immersive and experiential learning opportunities. In the case study, a history class integrated VR and AR applications to provide students with virtual tours of historical sites and artifacts. This approach allowed students to explore and interact with historical events, enhancing their understanding and engagement (Chen et al., 2017). The use of VR and AR in the classroom stimulated curiosity and made the learning experience more memorable and captivating. Virtual Reality (VR) and Augmented Reality (AR) Applications


VR and AR technologies provide immersive and interactive learning experiences by integrating virtual elements into the real world or creating entirely virtual environments. By using VR and AR applications, educators can transport students to different locations, time periods, or scenarios, allowing them to explore and interact with content in a hands-on manner. This experiential learning approach enhances student engagement, promotes critical thinking, and deepens understanding by making abstract concepts tangible and memorable (Chen et al., 2017).




Incorporating interactive media as a learner engagement strategy has the potential to revolutionize instructional design and create dynamic learning experiences. By implementing concepts such as gamification, social media learning, and VR/AR applications, educators can effectively capture students' attention, foster active participation, and promote deeper learning. These learner engagement strategies not only enhance the learning process but also cultivate a positive and engaging classroom environment.






References:


- Jones, C., Ramanau, R., Cross, S., & Healing, G. (2018). Gamification in higher education: A systematic mapping study. Journal of Computer Assisted Learning, 34(4), 415-426.


- Junco, R. (2015). Student class standing, Facebook use, and academic performance. Journal of Applied Developmental Psychology, 36, 18-29.


- Chen, C. H., Liu, G. Z., & Hsiao, H. S. (2017). Using augmented reality and virtual reality technologies for enhancing students' historical empathy in social studies learning. Journal of Educational Technology & Society, 20(3), 110-122.


References:


- Jones, C., Ramanau, R., Cross, S., & Healing, G. (2018). Gamification in higher education: A systematic mapping study. Journal of Computer Assisted Learning, 34(4), 415-426.


- Junco, R. (2015). Student class standing, Facebook use, and academic performance. Journal of Applied Developmental Psychology, 36, 18-29.


- Chen, C. H., Liu, G. Z., & Hsiao, H. S. (2017). Using augmented reality and virtual reality technologies for enhancing students' historical empathy in social studies learning. Journal of Educational Technology & Society, 20(3), 110-122.


- Junco, R. (2015). Student class standing, Facebook use, and academic performance. Journal of Applied Developmental Psychology, 36, 18-29.

- Hew, K. F., & Cheung, W. S. (2013). Use of Web 2.0 technologies in K-12 and higher education: The search for evidence-based practice. Educational Research Review, 9, 47-64.

- Selwyn, N. (2016). Social media and education. In The Wiley Handbook of Learning Technology (pp. 433-446). Wiley-Blackwell.


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7 comentários


aljackson
15 de set.

Concept 1: Gamification


Gamification aids in cognitive development of learners. Adding gamified lessons to instruction transforms and encourages students to do task with enthusiasm. Incorporating activities from a software with game elements such as matching and drag-and-drop, and labelling options are great for instructors and teachers. The competition and challenges allow students to remain committed, engaged, and excited to tackle learning objectives. Gamified learning promotes problem-solving and empowers students to think creatively. Adding questions to videos and slides empowers students to think and promote problem-solving by allowing students the process of finding solutions to difficult or complex issues and/or obstacles. One aspect that gamified learning corresponds to is collaboration and teamwork. This can be a physical game or outside/outdoor activity…


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joryat
16 de jun.

User amtorres1 gave a brief overview of three methods or elements that instructional designers can be used to create learning experiences that are more motivating or engaging.

Principle 1: Using gaming elements increases motivation and participation

This overview of gamification provides some insight on some positive outcomes from the employment of this method of material delivery: “gamification provides immediate feedback, a sense of accomplishment, and a fun learning experience,” and it “promotes higher levels of engagement, increased knowledge retention, and a positive learning atmosphere.” However, there’s more to gamification than the idealized positives that are mentioned here.

There are some pitfalls to gamification that are worth noting, such as, gaming elements that are superficially applied can become meaningless and ineffective.…

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cjmorrison2
14 de jun.

Introduction 


Engaging Students through Interactive Media focuses on modern media interventions through three different areas of research: gamification, social media learning, and VR & AR applications. This perspective offered a unique look at these concepts, however, what was most interesting was the discovery of an unspoken unified thread of concepts present throughout the entire case study. This essay will explore several of the underlying instructional design theories driving the connection between interactive media and student engagement. 


ARCS and Motivation 


The ARCS model, developed by Dr. John Keller, stands for Attention, Relevance, Confidence, and Satisfaction — later adding Volition. It is a framework designed to enhance the motivational appeal of instructional materials (Keller, 2011). In this case study, the application of VR and AR technologies aligns with the ARCS model by capturing students'…


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lmsmith3
09 de jun.

Motivation to learn is promoted when learners anticipate and experience satisfying outcomes to a learning task.

The Instructional Designer's role is not just about leveraging a deep understanding of learner motivation and engagement concepts and integrating intrinsic and extrinsic values to develop strategies that increase learner motivation and engagement. Staying abreast of the cutting edge of modern education, we inspire with our innovative instructional methods, such as gamification, blended learning, and adaptive learning, which we introduce into our instructional design approach. External factors involve reinforcement contingencies that provide appropriate rewards for achievements. Behavior management strategies have a long history based on the systematic use of rewards and penalties in line with operant conditioning principles. While extrinsic reinforcement can be effective,…

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jrlerma
15 de mai.

Engaging Students through Interactive Media


After reading Chapter 9 in the book “Trends and Issues in Instructional Design and Technology (4th ed.) by Robert A. Reiser and John V. Dempsey, John M. Keller, and Markus Deimann (2018), they speak about the Five principles of motivation and volition: a learner's curiosity, related to one's goals, success in mastering a task, satisfying outcomes, and volition. With those in mind, I will share my thoughts on two chosen topics and what the designer tries to engage.


  1. Curiosity

Per the example from the learning activities in the video, someone would perceive this as a principle of curiosity and want to dive deeper to meet their knowledge and questions about cells. The learning activity involves…


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