TeachLivE vs. Role-Play: Comparative Effects on Special Educators

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TeachLivE vs. Role-Play:
TM
Comparative Effects on Special Educators’
Acquisition of Basic Teaching Skills
Melanie Rees Dawson & Benjamin Lignugaris/Kraft
1st National TeachLivE Conference
Orlando, Florida, May 2013
TM
Rationale
 A core goal of teacher preparation programs is to
bridge the gap between knowledge and practice (Allsopp,
DeMarie, Alvarez-McHatton, & Doone, 2006; Dieker, Hynes, Hughs, &
Smith, 2008; Hixon & So, 2009).
 Training experiences are often constructed using
situated learning as a theoretical foundation.
 Situated Learning:
 Knowledge acquisition requires realistic content and
complexity
 Skill transfer depends on how closely practice
opportunities match the situation in which information
is to be applied
(Brown, Collins, & Duguid, 1989)
Rationale
Simulating classroom scenarios is one strategy for
situating learning for novice teachers.
 Role-playing is perhaps the oldest form of
classroom simulation, dating back to the 1800’s
(Brown, 1999).
 Recently, virtual simulations have emerged in
teacher training programs (Hixon & So, 2009).
 TeachLivETM is a virtual classroom that can
realistically represent the complexities that exist
in actual classrooms (Dieker et al., 2008).
Rationale
TeachLivETM is an example of “technology-enhanced
learning” in contrast to “traditional” approaches.
 Three types of Technology-Enhanced Learning
used in university settings (Kirkwood & Price, 2013):
 (1) Replicating existing teaching practices: delivering
instruction using technology
 (2) Supplementing existing teaching practices: creating
additional resources or making resources/tools available for
students to access at any time
 (3) Transforming the learning experience: Redesigning
activities to provide active learning opportunities for students
Purpose
 The purpose of this study was to investigate the
effectiveness of practice sessions in TeachLivETM
(a technology-enhanced approach) compared to
practice sessions in role-play (a traditional
approach) on preservice special educators’
development of essential teaching skills.
Research Questions
Study 1: (Foundation teaching skills)
1) To what extent will preservice special educators, who are trained to deliver
opportunities to respond (OTR) and praise, demonstrate a higher response rate for
the skill practiced in TeachLivETM Gen 1 than the skill practiced in role-play with
colleagues, when assessed in TeachLivETM Gen 3?
2) To what extent will teachers who practice praise in TeachLivETM Gen 1,
demonstrate a higher percentage of specific praise than teachers who practice praise
in role-play with colleagues, when assessed in TeachLivETM Gen 3?
Study 2: (Complex teaching skills)
3) To what extent will preservice special educators, who are trained to deliver error
correction and praise around, demonstrate a higher percentage of correct steps for
the skill practiced in TeachLivETM Gen 1 than the skill practiced in role-play with
colleagues, when assessed in TeachLivE Gen 3?
Methods: Participants
 7 teachers in an Alternative Teacher Preparation (ATP)
program
 Full-time special education teachers on letters of
authorization
 Given $150 for participating in the study
 Two Groups:
 3 teachers practiced praise in TeachLivETM and OTR in
role-play (Group 1)
 4 teachers practiced OTR in TeachLivETM and praise in
role-play (Group 2)
Methods: Participants
Methods: Measures
Dependent Variables
 OTR: The teacher asks an academic question and indicates if it is
directed to the group or an individual student
OTR rate= # OTR/mins (Goal= 4 per min)
 Praise: Positive teacher statements and gestures referring to student
work or behavior
 General: positive statements or gestures that don’t specifically
reference student work or behavior
 Specific: positive statements that directly reference student work or
behavior
Praise rate= # praise statements/mins (Goal= 4 per min)
% Specific praise= (# specific/total praise) x 100
(Goal= >50%)
Methods: Measures
Assessment: Immediately following training sessions conducted in
either TeachLivETM Gen 1 or role-play
 Generation 3 classroom
 Complexity:
 4 academic errors (e.g. mispronouncing words, incorrect
definition, poor example)
 4 problem behaviors (e.g. cell phone ringing, talking out,
tapping pen)
 5 minute assessment session administered individually
(Recorded and scored later)
Measures: Reliability
Interobserver Agreement:
 Primary Data Collector: 100% of assessment videos
 Second Data Collector: 31% of assessment videos
OTR:
Rate: 88.1% (71.4%-100%)
Praise:
Rate: 88.4% (70.8%-100%)
Type: 96.5% (82.4%-100%)
IOA= Agreements/(Agreements+Disagreements) x 100
Methods: Intervention
Prior to Practice Sessions:
 Target Skill Instruction
 Video about each target skill
 Handout with examples/non-examples
 Quiz
 Lesson Plans
 Vocabulary Lesson (words & definitions)
 Teaching Formats (e.g. example/non-example, definition,
sentence generation, sentence substitution)
 A short story that included the target vocabulary words
 1 lesson plan for TeachLivETM, 1 lesson plan for role-play
Methods: Intervention
Training vs. Assessment
TeachLivETM Gen 1
or role-play
TeachLivETM Gen 3
No misbehaviors
No academic errors
4 misbehaviors
4 academic errors
Training vs. Assessment
TeachLivETM Gen
1
or
Norole-play
misbehaviors
No academic errors
1 lesson for TeachLivETM
1 lesson for role-play
TeachLivETM Gen 3
4 misbehaviors
4 academic errors
A new lesson for each
assessment session
Methods: Design
Alternating Treatments Design
 Treatments alternated between TeachLivETM and Role-Play
 Target skills were counterbalanced across treatments and groups
TeachLivETM
Role-Play
Group 1
Praise
OTR
Group 2
OTR
Praise
 Advantages of an Alternating Treatments Design:

Quickly compare effectiveness of two treatments

Does not require baseline data or withdrawal

Minimizes sequence effects
(Cooper, Heward, & Heron, 2007)
Results
Results
Results: Specific Praise
Praise
Targeted
Praise
Targeted
Praise
Targeted
Study 2: Measures
New Dependent Variables:
Error Correction: When a student makes an academic error the teacher
delivers a model, test, and delayed test.
Model: The teacher provides the correct answer to the question
Test: The teacher repeats the initial question
Delayed Test: After one or more intervening responses, the teacher again
asks the initial question.
% correct Steps: (# correct steps/#possible steps) x 100



Praise Around: When a student exhibits a misbehavior that is persistent (5 s
or more) or recurring (more than once) the teacher delivers the following
steps:
Step 1: The teacher praises another student who is exhibiting the desired
behavior. The praise statement must be specific and identify the behavior
that is incompatible with the problem behavior.
 Step 2: When the target student exhibits the desired behavior, the teacher
praises the student using a specific praise statement that is incompatible with
the problem behavior.
% correct Steps: (# correct steps/#possible steps) x 100

Study 2: Intervention
Study 2: Design
Alternating Treatments Design (with baseline)
 Baseline data collected during Study 1
 Treatments alternated between TeachLivETM and Role-Play
 Target skills were counterbalanced across treatments
Group 1
Group 2
TeachLivETM
Role-Play
(Praise)
(OTR)
Praise Around
Error Correction
(OTR)
(Praise)
Error Correction
Praise Around
Study 2: Results
Study 2:
Results
Surveys
When both studies were complete, we administered two
surveys:
 Presence Questionnaire:
 Surveyed the “realness” of the Gen 1 and Gen 3
classrooms, students, interactions, and teaching
scenarios. (Adapted from a survey created by Aleshia Hayes)
 Social Validity:
 Surveyed the acceptability of the training
procedures, and compared teacher experiences in
TeachLivETM and Role-Play.
Presence Questionnaire
Findings:
 Majority of teachers understood the students’ different personalities
 Teachers were split on their perceptions of “realness” of the
classroom and students, as well as their ability to interact as they
would in a real classroom.
 Perceptions of “realness” depended on the level to which
TeachLivETM matched their own classroom.
 Overall, the teacher’s degree of buy-in was the same for Gen 1 and
Gen 3.
 The visual proximity to the students (zooming in and out) enhanced
interactions in some situations, but may have hindered it in others.
Social Validity
Findings:
 The training and lesson materials were appropriate
 The feedback structures were helpful
 TeachLivETM is more similar than role-play to their
own classrooms
Social Validity
Question: Which lab did you prefer? Why?
TeachLivETM: 3
•
•
•
Role-play: 4
“for a more real-life encounter”
“I enjoyed the comradery of role-play, but it did
not put you on the spot as much as TeachLivE.”
“TeachLivE gave a variety of behaviors
compared to role-play (more students).”
•
•
•
•
“engaged the whole time”
“face-to-face interaction”
“enjoyed working with colleagues”
“practice more on academic issues than
behaviors”
Question: If you were offered $50 for mastering a new skill in ONE session, would you
choose to practice the skill in the TeachLivETM lab or the role-play lab?
TeachLivETM: 5
Role-play: 1
*Although teachers were split on their buy-in and
preference for TeachLivETM, they recognized that is
it a powerful medium for practicing teaching skills.
“I don’t know”: 1
Discussion
 Overall, teachers demonstrated higher rates
and percentage of steps in the assessment
session on the skills they practiced in
TeachLivETM compared to the skills they
practiced in role-play. These results suggest
that TeachLivETM (technology-enhanced
simulation) facilitates development of
essential teaching skills more effectively than
role-play (traditional simulation).
Discussion
Limitations:
 No Training Data
 Did teachers master the skill during training before
generalizing to the assessment setting?
 No Classroom Data
 To what extent do teachers demonstrate the skills in
their own classroom?
Discussion
Future Research:
 Focus on TeachLivETM


Understand how many sessions it takes for teachers to become proficient
with a specific skill, without being interrupted by other repertoires
(multiple baseline)
Collect training data as well as assessment data
 Generalization to real classrooms

Regularly collect data in their own classrooms to investigate to what
extent the levels of proficiency we see in TeachLivETM transfer to actual
teaching.
 Select more homogeneous participants with similar teaching
situations to TeachLivETM


Secondary schools
Teaching language arts
References
Allsopp, D. H., DeMarie, D., Alvarez-McHatton, P., & Doone, E. (2006). Bridging the gap between theory
and practice: Connecting courses with field experiences. Teacher Education Quarterly, 33(1), 19-35.
Brown, A. H. (1999). Simulated classrooms and artificial students: The potential effects of new technologies
on teacher education. Journal of Research on Computing in Education, 32(2), 307–18.
Brown, J. S., Collins, A., & Duguid, P. (1989). Situated cognition and the culture of learning. Educational
Researcher, 18(1), 32-42.
Cooper, J. O., Heron, T. E., & Heward, W. L. (2007). Applied Behavior Analysis (2nd ed.). Prentice Hall: New
Jersey.
Dieker, L., Hynes, M., Hughes, C., & Smith, E. (2008). Implications of mixed reality and simulation
technologies on special education and teacher preparation. Focus on Exceptional Children, 40(6), 1-20.
Hixon, E., & So, H.-J. (2009). Technology’s role in field experiences for preservice teacher training.
Educational Technology & Society, 12(4), 294–304.
Kirkwood, A., Price, L. (2013). Technology-enhanced learning and teaching in higher education: What is
‘enhanced’ and how do we know? A critical literature review. Learning, Media, and Technology,
DOI:10.1080/17439884.2013.770404
Thank You!
 Melanie Dawson
melanie.rees@usu.edu
801-505-3290
 Ben Lignugaris/Kraft
ben.lig@usu.edu
435-797-2382
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