The Role of Engagement and Presence in Online Courses
Engagement
is related to motivation, in this instance the motivation to stay engaged in
online courses. Maslow (1943, 1954, 1970) suggests that people are motivated to
meet certain needs. When one fulfills a need, the person moves on to fulfill
the next one. His earliest version of this
hierarchy of needs included
five motivational needs, often depicted within a pyramid (see Figure to the right).
These first four needs are identified as
deficit needs. If these
deficit needs are not met, these needs make us uncomfortable, motivating us to
sufficiently fulfill these needs. Referred to as
growth needs, the last
four needs constantly motivate us as they relate to our growth and development.
Maslow
also arranged these needs in a hierarchy, indicating that we are primarily
motivated by a need
only if lower level needs have been met. This means
that before cognitive or self-actualization needs can motivate us, we must
address the basic deficit needs like physiological, security, belonging, and
esteem. After students meet level 1basic needs and the safety needs of
level 2, they next strive to meet the belonging needs of level 3. This level
involves emotionally-based relationships in general, such as friendship,
intimacy and having a supportive and communicative family. Students who lack
these close relationships often exhibit low initiative and low levels of
extraversion, impacting their ability and interest in interacting. Faculty can
assist here by creating opportunities for students to interact with one another
and with faculty, in a gamified environment, by using technology to foster
community, one where students feel they belong. Faculty, then, can begin
developing engagement by meeting students at their level 3 needs and continuing
up through the levels.
Gamifying a class may be one way to help meet these
needs.
A
sense of community, also a part of engagement, has been significantly linked to
perceived learning (Rovai, 2002; Shae, 2006). Garrison (2007) refers to
community as presence, comprised of three types: social, cognitive, and
teaching presence. Garrison, Anderson, and Archer (2000) developed a
comprehensive Community of Inquiry framework (see Figure on the left) that suggests
developing a community of learners is crucial to supporting higher level
learning and discussion.
Research suggests this
framework provides solutions for studying online learning (Garrison &
Archer, 2003; Garrison,
Cleveland-Innes, Koole, & Kappelman, 2006). Garrison et al. (2000) argue
that any one of cognitive processing, social interactions, or teachers’
facilitation by itself is insufficient for fostering higher levels of critical
thinking, but instead, these three elements have to co-exist and interact with
one another to optimally facilitate learning (Bangert, 2008).
Aligning the
integration of gamification into online courses using the MDA Framework and the
Community of Inquiry Framework seems to be an appropriate place to begin.
Social presence
Students demonstrate
social presence when they project themselves as real people within a community,
establishing personal and purposeful relationships. A key point here is for students to recognize
they are not here purely for social reasons, but to interact with common
purpose for the sake of inquiry. Students need to feel secure to communicate
openly and to create cohesion. Swan and Shih (2005) found that group cohesion
is significantly related to social presence and perceived learning outcomes.
Richardson and Swan (2003) go on to connect social presence with student and
instructor satisfaction with and perceptions of a course. Social presence in
online discussions has even been identified as a predictor of academic
performance and can be used as early detection for students at risk of failing
an online course (Joksimovic, Gasevic, Kovanovic, Riecke, & Hatala, 2015).
Teaching presence
Teaching
presence relates to the process of design, facilitation, and direction
throughout the learning experience to achieve desired learning outcomes. Teaching presence should directly and
indirectly facilitate social interactions and stimulate higher levels of
cognitive processing. Interaction and discourse play a key role in higher-order
learning but not without structure (design) and leadership (facilitation and
direction). For example, without explicit guidance, students will likely engage
primarily in serial monologues with brief responses rather than truly delving
into the topic presented for discussion. This may require faculty to be more
directive in their initial posts or in their responses, directing students to
solve a particular problem or to require certain elements be present in student
responses. Garrison and
Archer (2003) suggest that teaching presence is a significant determinate of
student satisfaction, perceived learning, and sense of community. Students
relate timeliness of teacher direct comments to assignments as increasing their
course satisfaction.
Cognitive presence
Cognitive presence
relates to the design and development of instructional materials, enabling
students to construct and confirm meaning through related refection and
discourse. Cognitive
presence is the degree to which the learners can construct understanding
through sustained reflection and communication (Rourke, Anderson, Garrison,
& Archer, 2001). The phases of cognitive presence (Garrison, Anderson,
& Archer, 2000), in increasing complexity, include (1) Triggering Event
(that triggers issues for consideration); (2) Exploration (of issues, through
brainstorming, questioning, and information exchange); (3) Integration (to
construct meaning based on the ideas generated in Exploration); and (4)
Resolution (to build consensus as learners confirm their understanding and apply
new ideas to solve problems).
My step, then, is to explore how to integrate the MDA Framework into the Community of Inquiry.
References
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