A route to success: a google maps feedback system implemented within blackboard Dr Karl Stringer University of Ulster School of Computing & Information Engineering Coleraine ks.stringer@ulster.ac.uk www.ulster.ac.uk/staff/ks.stringer.html Professor Maurice Stringer University of Ulster School of Psychology Coleraine m.stringer@ulster.ac.uk www.science.ulster.ac.uk/psyri Abstract Feedback to students is widely regarded as critical in the learning process. We describe a system based on Google Maps within the Blackboard environment that provides a “learning landscape” that corresponds to the progress that students make through practical exercises in a 1st year Computing course. The student is presented with a trail on a map with icons representing pieces of work that need to be completed. Making use of the newly introduced “review” system in Blackboard the system can automatically track progress through the material and reflect this in real time on the map. Using a Google Fusion layer on the map allowed an additional icon at each step of the route to change colour dependent on the overall class progress. Although students could not see the individual progress of their peers this feedback was sufficient to allow them to gauge their progress relative to the cohort as a whole. To control progress between stages a multiple choice feedback question is posed before the next stage and was released via the Blackboard “Adaptive Release” mechanism. Students were surveyed about their experience of using the system. How much of the mapping to the “learning landscape” remained at the end of the semester was also investigated. Keywords Feedback, student engagement, learning landscapes. Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, to republish, to post on servers or to redistribute to lists, requires prior specific permission. © 2012 Higher Education Academy 1. Introduction Providing timely feedback to students is an on-going issue at all levels of education. There is much research which highlights the benefits of such formative feedback; see Gikandi et al (2011) for a recent review with particular emphasis on the online and blended learning environments. The feedback issue has been brought into sharper focus in recent years with the increasing class sizes in higher education in the U.K. alongside an increase in fees and rising student expectations on the quality of course delivery; the student as conscientious consumer Higgins et al (2002). The use of Virtual Learning Environments (VLEs) is one response to this pressure with their mechanisms for material delivery and feedback. The particular VLE used at Ulster is Blackboard and they have recently introduced a feature “Mark Reviewed” that allowed course developers to get students to click a button to confirm they had completed a section of the material. Subsequent material can be set via “adaptive release” to only appear if pre-requisites have been marked as reviewed by the student. A second thread of this work was the efficient way in which the human memory system records and remembers geographic or location-based information. Young people are frequently immersed in online games with huge maps showing pathways and routes available to their character and have little difficulty in remembering all this as it taps into a visual location and mapping facility in humans that dates back to hunting/tracking and finding your way home skills developed very early in history.(ref) Our Approach: We decided to tap into this geographic skill to provide a map representing progress through a series of 1st-year computing practicals. The expectation was that students would be provided with a “learning landscape” on which they would get feedback from their sense of progression along a variety of routes as well as creating an association between the easy-to-remember visual map and the less memorable course material. A second aspect was an element of competition created by providing feedback on overall class progression through the tasks. In the next section we outline the technical aspects to implementing the system before analysing how the system operated with a particular cohort and their feedback on using the system. 2. Implementation Google mapping technology was chosen to provide the graphical representation since one of the authors had previous experience in programming using the API (application programming interface) provided. The interface allows you to center the map on real geographic co-ordinates at a particular zoom level with a choice of satellite and terrain views. In our case the map was centered on the Coleraine campus of the University of Ulster and the various trails led outward from this starting point, see figure 1. Figure 1: The dynamic route selector map. This first map is a dynamic one representing each route as the user hovers over an area of the map. Each of the trail destinations is a well-known local town or tourist attraction. On clicking the route the user is shown the Google map with the trail indicated as a series of waypoints, see figure 2. As students complete the steps in the practical the waypoints change their icon to indicate progression along the route. The route icons also represent hyperlinks to the underlying practical material allowing students to navigate quickly to any step in the practical. The current system assumes a linear progression – each stage must be completed to progress. Figure 2: Google trail with waypoints. The underpinning Javascript code has to extract from the Blackboard environment the state of the “Mark Review” buttons associated with each practical step before updating the map, see figure 3. Figure 3: The Blackboard “Mark Reviewed” mechanism. The state of the “Mark Reviewed” buttons can be used within Blackboard to conditionally make visible to students subsequent material. This is very flexible in that you can control the release of material based on not only the usual date/time criteria, but also on the basis of the material they have reviewed or quizzes they have attempted; this later facility being used in this study. A multiple-choice quiz was interleaved between stages to test their understanding of the material, but more importantly to prevent a student simply clicking all the review buttons without examining the material. Adding a Google Fusion layer onto the map allowed an additional icon at each step of the route to change colour dependent on the overall class progress. Although students could not see the individual progress of their peers this feedback was sufficient to allow them to gauge their progress relative to the cohort as a whole. This proved difficult to implement as only staff have access to individual student progress details and this required a polling program run on a secure machine to routinely update the Google Fusion tables held in the cloud. The extra information is shown in Figure.4. Figure 4. The Google Fusion progress layer. The Fusion layer provides coloured circles at each waypoint that change colour after a set proportion of the class has completed the stage. The student can also right-click a circle and get the total number of students who have completed that stage. 3. Student Feedback Students were surveyed by questionnaire about their experience with the system. The results are shown in Figure 5. Figure 5. Survey Results showing % response (n=87) Students believe that the quizzes between sections made them concentrate more on the material although a significant minority felt the questions were too hard. Competition between students is only significant to a minority of students. In general there was a positive response to using the system, but students are not keen on extending it into formal assessment. As part of the questionnaire students were also asked to recall the topic associated with each of the nine trails. The results indicate that there was a strong association retained between the geographic trail and the topic covered with up to 66% of students selecting the correct option from nine alternatives for the best remembered down to 47% for the least. A further test to see if student familiarity with the actual driving route was linked with strength of the association between topic and trail did not find a significant effect. 4. Discussion The system developed has provided a map trail analogy to the progress through the course material. There is good evidence that students associate the trail with the topic. The system gives a visual indication of how far through the material students have progressed and how they are performing relative to their peers. Some of the problems experienced with the system concerned the linking quiz questions. These currently provide an absolute barrier to progression and it was difficult to pitch these at the correct level. Although these were mostly multiple-choice with unlimited attempts it is easy to inadvertently set questions with too many alternatives where more than one answer has to be selected. It was also difficult generating sufficient questions for all the stages. This meant that some questions were not tied closely enough to the material just covered, which for some students undermined the reason for having questions during the practical. Non-linear progression would also be possible as a further development with branches to re-enforce a particular topic or supplementary material for students who found the material too challenging. This would allow students to feel that they were in a more exploratory map-like setting were they could choose the low level detail of the route they followed through the material while still requiring some prerequisite material to progress through key checkpoints. Evidence from the MMORPG (Massively Multiplayer Online RolePlaying Games) community suggests that not only can people remember hugely complex maps in these games, but also enjoy the exploratory nature of the gameplay; see Bian et al (2010) for an application of MMORPG in an educational setting. The visual nature of the feedback provided by the system may favour students with certain learning styles/personality types. Future work could investigate this using for example the Myers Briggs Type Indicator. 5. 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