EXAMPLE REVIEW JOURNAL ABOUT BLENDED LEARNING 1




EXAMPLE REVIEW JOURNAL



A.    Research Question
1.      Is the Reasoning Mind program more engaging than traditional classroom instruction?
2.      Is the Genie 3 platform more engaging than Genie 2?


B.     Basic Theory
Particularly in real-world settings where educational software must compete with many other activities, determining whether or not design features are engaging students is a necessary component of evaluating their effectiveness, leading many to investigate behavioral and affective indicators of student engagement in STEM learning systems.
While findings suggest that some time off-task can refocus bored or frustrated students (Baker et al. 2011; Sabourin et al. 2011), students who completely disengage with educational software, spending large amounts of time off task, show lower learning (Goodman 1990), both in the shortterm and in the long-term, the latter a result of aggregate effects from a loss of practice opportunities (Cocea et al. 2009).
Other disengaged behaviors such as carelessness and gaming the system are also associated with poor learning outcomes (Cocea et al. 2009; Pardos et al.2014). Furthermore, findings suggest engaged concentration (or Csikszentmihalyi’s“flow”)is positively associated with learning, while boredom leads to poor learning outcomes (Craig et al. 2004; D’Mello and Graesser 2012; Pardos et al. 2014).
Confusion and frustration have more complex relationships to learning; while necessary for learning (D’Mello et al. 2014), spending a considerable amount of time confused or frustrated is associated with worse outcomes (e.g., Liu et al. 2013).
One of the more comprehensive discussions of designing for multimedia learning systems has been put forward by Clark and Mayer (2011), who present eight principles based on previous research.
These include the following:
(1) Personalization: Use a conversational style, polite speech, and virtual coaches (Moreno et al. 2001).
(2) Multimedia: Use words and graphics, not words alone (Halpern et al. 2007).
(3) Contiguity: Align words to corresponding graphics (Moreno and Mayer 1999).
(4) Coherence: Limit extraneous information (Mayer et al. 2001).
(5) Modality: Present words as audio, rather than text (Low and Sweller 2005).
(6) Redundancy: Explain visuals with spoken word or text, not both (Mayer and Moreno 2003).
(7) Segmenting:Present lessons in small, well-spaced units (Mayer and Chandler 2001).
(8) Pretraining: Ensure that learners know the names and characteristics of key concepts (Kesteret al. 2006).
Each of these principles is designed to enhance learning by focusing students’attention and limiting cognitive load.
Using design to focus the students’attention on the critical task of learning mathematics should minimize the attentional resources needed to inhibit distractions (Mayer and Moreno 2003), allowing for greater and more prolonged attention to be paid to learning. In this paper, we investigate whether design changes that reflect three of Clark and Mayer’s(2011) principles—Personalization, Modality,and Redundancy—improve student engagement with an online STEM learning system, Reasoning Mind.
Developed by the nonprofit company of the same name, Reasoning Mind currently provides blended learning instruction in mathematics to over 100,000 students in the United States.  Reasoning Mind works with expert teachers to design online learning experiences that recreate best-practices for instruction (Khachatryan et al. 2014), providing elementary and middle school curricula that focuses on fostering deep understanding of core mathematical topics necessary for students’ later success in algebra.
Engagement is a concept that has been defined in many ways (see review in Fredricks et al. 2004). Finn and Zimmer (2012) outline four components of engagement thought to impact student learning and achievement: academic, social, cognitive, and affective.Both academic and social engagements are comprised of behavioral indicators (treated as a single construct in Fredricks et al. 2004).
The former refers to behaviors related to the learning process, while the latter reflects whether or not the student follows written and unwritten rules for classroom behavior. Cognitive engagement involves the use of mental resources to comprehend complex ideas.Affective engagement is the emotional response and feelings of involvement in school.Previous research has often examined these constructs using survey methods.
For example, Finn et al. (1991) administered a questionnaire to teachers, finding that academic behaviors that reflect effort and initiative are positively correlated with end of year achievement test scores (r=0.40 to 0.59), while inattentive behavior is negatively correlated with achievement (r=−0.52 to−0.34). More recently, research has found a significant relationship between academic and social engagement in fourth and eighth grades and high-school graduation (Finn and Zimmer 2012).


C.    Method
In this paper, student engagement measures (discussedmore thoroughly in the next section) are investigated in series of three field observation studies that investigate the effect of the Reasoning Mind mathematics curricula on the prevalence of these indicators.
Study 1 reports on observations of student engagement that were conducted when students were using the Genie 2 platform.
Study 2 uses the same observation method to compare the engagement of students using Genie 2 to those using Genie 3.
Finally, study 3 compares students using Genie 3 to students in a traditional mathematics classroom (with no technological support).

D.    Results:

Study 1 found very high level sof student engagement with the Genie 2 platform, with 89% time on task and 71% engaged concentration. Study 2 found that students using Genie 3 spent sign ificantly more time in independent on-task behavior and less time off- task or engaged in on task conversation with peers than students using Genie 2. Students using Genie 3 also showed more engaged concentration and less confusion. Study 3 found that students using Genie 3 spent 93% of their time on-task,compared to 69% in traditional classrooms. They also showed more engaged concentration and less boredom and confusion. Genie 3 students sustained their engagement for the entire class period,while engagement in the traditional class room dropped off later in the class session. In both study 2 and 3,Genie 3 students showed more growth from pre-to post-test on an assessment of key concepts in sixth-grade mathematics.


E.     Conclusions:

The in corporation of evidence – based –learning principles in to the design of the Genie 3 platform resulted in higher level sof student engagement when compared to an earlier,well-established platform that lacked those principles,as well as when compared to traditional classroom instruction.Increased personalization ,the use of multiple modalities,and minimization of redundancy resulted in significant increases in time on-task and engaged concentration ,but also a decrease in peer interaction.On the whole,this evidence suggests that capturing students’attention,fostering deep learning,and minimizing cognitive load lead stoim proved engagement,and ultimately better education al out comes.


F.     References
Mulqueeny, Kevin et.all,2015, Incorporating effective e-learning principles to improve student engagement in middle-school mathematics.International Journal of STEM Education. DOI 10.1186/s40594-015-0028-6. https://stemeducationjournal.springeropen.com. 9 September 2016

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