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15 to 5 weeks: Right-Sizing an Undergraduate Educational Technology Course

This design case describes the thought processes associated with redesigning an educational technology course for undergraduate preservice teachers from a 15-week hybrid course to a 5-week online course. The redesign is part of a push to create more flexible courses for working and rural students to remain competitive despite multiple alternative licensure paths now available to aspiring teachers. The designers face and overcome challenges regarding right-sizing the course content and assignments while maintaining student engagement. Additionally, the designers discuss how they streamlined the course without sacrificing standards or critical and relevant topics, like AI in education. The case details the development of the online course within the learning management system (LMS; Google Classroom) and the design questions that emerge during that process. The redesigned 5-week course was tested through two iterations in the 2023 summer semester: Summer 1 and Summer 2. The designers collected student feedback after both runs of the course using the standard course evaluation survey, their own Google Forms survey, and the instructor’s reflections. The feedback from Summer 1 informed the Summer 2 iteration. Finally, the designers observed that the experience of condensing the course from 15 weeks to 5 weeks required them to think critically about the course goals and how to make the content manageable for students. The redesign was so successful that the course instructor (also a design case author) determined to redesign the 15-week version of the course for Fall 2023 using the new 5-week design as an anchoring point.

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Setting a Better Default: Designing a Welcome Academy for New Faculty Centered on Inclusive Teaching in Engineering

This design case describes a Welcome Academy for New Faculty in Engineering. To situate the design, this work is mo- tivated by the documented need to make STEM education more inclusive. This need has prompted extensive research on best practices for inclusive teaching, but less is known about how to translate that research into actual teaching practice. This design case addresses that difficulty. Influenced by Thaler and Sunstein’s theory of nudging, the Welcome Academy resets the default to expect inclusive teaching. To develop the design, we organized an off-campus summit to solicit input from current engineering faculty on the question, “What do new engineering faculty need to know about diversity, equity, and inclusion (DEI)?” That input guided the creation of a four-hour workshop, delivered the morning after campus-wide new faculty orientation, that included an icebreaker, basic campus demographics, curated DEI-related resources, a campus tour emphasizing historical power dy- namics, and presentations by current engineering students. To depict the experience of the design, we describe the final implementation, which varied from the design at points, and the unanimously positive feedback from new faculty. That feedback, however, was not the result of a flawless implementation: We also describe a number of failures that will improve subsequent iterations of the Welcome Academy, emphasizing the importance of communication, respect, and flexibility.

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Every Lesson Needs a Gandalf: How Interactive Storytelling can Enhance the Collaborative Learning Experience!

Every teacher aspires to create the ideal lesson! You want to convey the knowledge and skills in the best possible way while also keeping learners motivated. In our design case, we focus on the complex skill of collaborative problem-solving (CPS). In today’s complex world, the acquisition of CPS competencies is considered an important learning goal in education. However, there is limited knowledge on how to teach and assess CPS competencies. In addition to tackling these challenges, we search for new ways of interactive storytelling to implement in the learning materials. Our main design challenge was how to design a learning experience that encourages CPS. To address these challenges, we started in 2020 the project titled Supporting TEamwork in AMbient learning Spaces (STEAMS). In this project, we designed the EDUbox Teamwork, a four-hour learning activity for children between the ages of 10 to 14. In this paper, we describe the iterative process of designing the materials to learn about CPS (i.e., CPS as a learning goal) by doing CPS (i.e., CPS as a method), enhanced by interactive storytelling, for which the design-based research approach was used. The design team consisted of a diverse group of educational researchers, computer scientists, instructional graphical designers, digital storytellers, and teachers. Given the strong collaboration between a research group specialized in computer-supported collaborative learning and specialists in digital storytelling, our design case incorporated insights from both parties. The learning activity was piloted both in in-vivo and in-vitro contexts in collaboration with at least 400 students.

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