BEN LEONG

Associate Professor
School of Computing

National University of Singapore

15 Computing Drive, COM2 Building, #03-20, S(117418)

Tel: (+65) 6516 4240 Fax: (+65) 6779 4580

Email: benleong at comp.nus.edu.sg

 

Teaching Statement (Dec 2018) 

The transmission of information is a basic requirement in education. Interestingly, it is also the easy part.

The more challenging, important and higher-level role of a teacher is to manage motivation. To some extent, as I mentioned in the past, this is a leadership problem. Many of the general techniques in leadership will similarly apply to teaching.

For example, the first principle of leadership is that "if we take care of our people, our people will take care of us." Similarly, "if the students know that the teacher cares, the students will learn."

The exercise of leadership and influence in person is well understood.  The question that I have been studying over the past 5 years is: how do we extend this influence online in the situation were we do not ever see the student in person?

At Inflection: Fully Online Interactive Teaching

Online education has been on the rise over the last few years. While the initial MOOCs were a lot more hype than substance, it seems to me that the offering of online education has finally matured. Furthermore, I believe that we are at the cusp of a new revolution with interactive online teaching at its heart.

After many years of work and preparation, I have in recent times successfully executed a fully online class where students are not taught in person. All interactions are via a learning management system and the interactive teaching tool Zoom.

My hypothesis for why online teaching has not been successful in the past is that teaching is an inherently social activity. Things are different today because we are now able to replicate many social interactions using available online tools.

Making Online Learning Social

To make learning social, I have successfully adopted and deployed the following:

  1. Interactive online teaching using Zoom
  2. Activity feeds
  3. In-platform messaging
  4. Forums - regular and video
  5. Gamification

Interactive online teaching

Zoom is an online meeting and teaching tool, much like CISCO WebEx, which I had been using for a couple of years.

While I had earlier been skeptical about the efficacy of online interactive teaching compared to traditional classroom teaching, I have come to realize that interactive online teaching can be almost as effective as face-to-face classroom teaching. The problem with online teaching is that most people don't know how to do it properly. Most people intuitively know how face-to-face classroom teaching works because they grow up with that.

This is set to change.

My experience is that conducting interactive lessons online is completely different skill set from face-to-face classroom teaching, and it can be quite unnerving for a teacher who is used to classroom teaching. Students actually have to be taught how to be online students and to interact with the online platform because lessons can be conducted. However, once the protocols are established, it can become quite natural. The response of my students to teaching with Zoom have been very positive.

Baking Social Interactions into the Learning Management System

One of my key advantages as a teacher that I have exploited quite shamelessly is that I am the master of software. Instead of being the usual teacher who goes around looking for the tool that meets his/her needs, I can decide what I need and have it built to my satisfaction.

Coursemology.org is the online management system that my students have built over the past 5 years. Why would I want to build my own LMS when there are already so many out there? Well, one reason is because I can(!). But more seriously, it is because by doing so, I gain the flexibility to innovate on my terms.

Online social interactions have more or less been perfected by social networks, like Facebook. Therefore, the natural approach to making online learning more social is to borrow features from social networks.

Activity Feeds. There is peer pressure when one goes to class. Basically, if we go to class and people are all attentive and hardworking, we will tend to conform. Students are shown an activity feed on what the rest of the class is doing when they log in. This tells them that they are not alone. :-)

In-platform Messaging.  Messaging apps like Whatsapp and Facebook Messenger are the norm when the young people communicate with each other. In our platform, we have also built in a messaging system that allows the students to communicate with the teaching staff directly. The messages can be tagged to a particular question or even a specific piece of code. These SMS-like interactions provide for almost realtime and instantaneous feedback that is perhaps even more convenient than face-to-face meetings.

Forums. We also have regular forums that allow students to ask general questions and the teaching staff is activated to police the forums. We also have systems to ensure that no question is left unanswered. We have online video clips in place of lectures and we even have a specialized forum to allow students to ask questions that are tagged to a specific point on the video timelne. This allows the teaching staff to understand the context of the questions and helps us identify the parts of a recorded video that might be wanting or not sufficiently clear.

On Gamification

I was one of the first teachers to pioneer gamification in 2010. Gamification is also a social mechanism that we have successfully implemented and validated over the years. Coursemology.org was originally built to support gamification. 

Gamification, together with timely feedback, provides the students will a sense of progress and this helps to improve student motivation and engagement. Also we have badges and achievements.

The leaderboard is also a social mechanism. It creates competition among the top students in the class and applies pressure on the remaining students to keep up. The kiasu culture in Singapore probably contributes somewhat.

All in all, I have shown that gamification works, but in the numerous talks that I have given over the years, I have also emphasized that gamification is not some silver bullet that will magically make teaching better. Consider it an icing that can make a good cake even better. If a cake is bad, no amount of icing can make it a good cake. We should first focus on designing a course well before gamification is applied to further engage the students.

Consider the fact that there are now thousands of games on the Apple AppStore. All the games will pretty much have the same gamification elements, i.e. leaderboards, achievements, etc. Why are some games successful, while other games are not? Basically, the underlying game must actually be fun before the gamification can be effective. In the same way, effort must be put into course design so that the students feel like they actually learn something when the do the homework. The gamification merely provides an additional sense of progress.

The Next Step: Scaling up by an Order of Magnitude

I have shown that we can effectively teach some 300 students in a fully online mode of teaching. This means that we can effectively do away with the traditional classroom!

Over the next few years, my plan is to figure out how to scale up by 10, or maybe even a hundredfold, without sacrificing effectiveness. I am under no illusions that this will be straightforward -- but if it isn't hard, it isn't worth doing. :-)

 

Last updated $Date: 2018/12/15 17:10:23 $