Gamified Learning

By Luis Colón
Instructional Designer
luis.colon@stonybrook.edu

When we think of “games,” many of us think of activities that we normally spend our free time doing. We might think of playing sports, dusting off a board game and getting competitive with family and friends, or even the times we’ve spent in front of a new video game. These activities may seem like a “waste of time,” but instead, the concept of gamification helps us reframe playing as learning. It might be difficult to see the connection between playing games and learning  because for so long the activities have served different roles in our lives. Is it possible for effective learning to occur while playing games?

Monopoly game pieces on a game board.
Playfulness can be sparked in the process of learning.

Gamification, or the application of elements commonly found in games to other topics and activities, is something that most of us have actually experienced before. In fact, many well-known companies have incorporated elements of gamification into their business model. One example is Starbucks, which has an app where customers gain points and rewards that can be redeemed on purchases. Another example is Nike and its Nike Run Club app, which give users incentives such as award badges and achievements for reaching fitness goals and important milestones. These are just some ways that companies use elements commonly found in games to attract new customers and keep them as engaged and excited as possible.

If businesses can incorporate elements of gaming into their approach, could the same be done with teaching and learning? Absolutely! In fact, gamified learning is gaining popularity and results have shown that learners are more invested and likely to engage with learning content when a gamified approach is taken. For example, a 2018 systematic review of the literature study conducted by Subhash and Cudney at the Missouri University of Science and Technology found that in many cases the adaptation of a gamified framework led to an improvement in attitude, engagement, performance, and retention among learners.

Two people playing a game where they stack wooden blocks into a tower.
Fun and games and learning?

A more recent 2022 study used the theory of disruptive innovation to explore student satisfaction in 18 college courses that used  gamification and a social media- like platform. Participants in the study reported feeling engaged, welcomed feedback, and said they enjoyed the communication and collaboration that the platform allowed. One of the most popular examples of a gamified learning experience is the Duolingo app which is used for language learning. Users are awarded experience points after each lesson and, rewarded for streaks of consistent engagement. The competitive leaderboard displays the top score and keeps players engaging  to stay at the top.

So, how can you add gamified elements to the learning experience? Miller et al. (2021) discuss multiple additions and/or adjustments that can be made to a course or course content to give it a more gamified look and feel in their book, Game Based and Adaptive Learning Strategies. Some of these include:

  1. Modify the Vocabulary – In some cases, much of what is already done in a course can be renamed in a way that will be more game-like. A module can be a level or world. Grades can serve as XP (experience points) or currency. An assignment sounds way more exciting when it’s called a quest.
  2. Provide Context – Some of the best games of all time are not only fun but are great examples of storytelling as well. Consider what the overall goal is and what you want learners to do. Will your learners be superheroes trying to thwart an evil villain or explorers on a mission to space? Whatever it is, be sure to have a strong and consistent story throughout the learning experience.
  3. Create Diverse Assignments – No matter how much fun a game is, eventually it can become repetitive and cause the player to lose interest. By planning and creating different types of assignments and learning experiences, you can keep learners engaged and on their toes for what might come next.
  4. Be Prompt and Consistent – In a game, we often know where we stand as soon as the level is over, which gives us a sense of accomplishment. We can carry that into our teaching practice by providing useful feedback, updating grades, and offering assistance as often as possible to keep learners motivated. 

Taking the time to incorporate some of these tweaks to your course content can be a great way to add a new and exciting dimension to your teaching. Gamification is everywhere in our everyday lives and with a growing amount of research to support its effectiveness in the learning environment, it is clearly a strategy to keep in mind when organizing and developing dynamic and exciting learning experiences.   

References

Ensmann, S., & Whiteside, A. (2022).  ‘It helped to know I wasn’t alone’: Exploring student satisfaction in an online community with a gamified, social media-like instructional approach. Online Learning, 26(3). https://doi.org/10.24059/olj.v26i3.3340.

Subhash, S., & Cudney, E. A. (2018). Gamified learning in higher education: A systematic review of the literature. Computers in Human Behavior, 87, 192-206. https://doi.org/10.1016/j.chb.2018.05.028

Miller, C. L. and Batsaikhan, O. (Eds). (2021). Game-Based and Adaptive Learning Strategies.  Mankato, MN:  Minnesota State University, Mankato. https://mlpp.pressbooks.pub/gamebasedlearning/. Licensed under a Creative Commons Attribution-NonCommercial 4.0 International License CC BY 2021.

Time for Tea with Luis

Luis Colón

CELT Instructional Designer, Luis Colón

Welcome Luis Colón, a new instructional designer at the Center for Excellence in Learning and Teaching at SBU. Read on to learn a little more about him.

What is your favorite part of your job?
My favorite part of the job so far is working with a great team who have been extremely welcoming and supportive of my growth. I also love working on engaging learning content and being a part of the learning process for students, faculty, and staff.

What did you do prior to working in CELT?
I started my career as a middle school English teacher where I taught 8th grade. I taught courses such as English 8, Intensive Reading, Creative Writing, and more. I also worked with students to develop multimedia for the school for school productions as well as for the weekly video announcements.

a cup of tea
Take a break for tea.

Coffee or tea?
I don’t drink coffee at all, only tea. There’s so many different kinds of tea to try!

Where would you like to visit (real or fictional)?
I would love to visit Japan at some point in my life. I have always wanted to go ever since I was really young and I enjoy learning about its culture and history.

What was the last book you read?
The Memory Police by Yoko Ogawa

Are You Creative?

By Carol Hernandez, Ed.D.
Senior Instructional Designer
carol.hernandez@stonybrook.edu

A coffee cup in a analog clock display
Is creativity a skill you want to increase in your teaching practice?

Perhaps we all in some way, strive to be creative and to use creativity in our teaching and learning practices. But have you stopped to think about how creativity is defined and measured? How is it  taught?

Creativity is a critical skill as identified by the 21st Century Skills Framework, which focuses on a comprehensive list of abilities, skills, and attitudes that young people around the world will need to be successful in their personal, professional, and civic lives. This is becoming increasingly important as each day we are witnessing artificial intelligence and other technologies showing up to help us do our work.  While at the same time, there is no end to the number of wicked problems we are faced with in every aspect of our lives, which may feel increasingly complex.

Complexity on its own, is not inherently good or bad. But it does present us with an opportunity to be creative in our teaching practice. In the 30s and 40s, Ellis Paul Torrance was a teacher in Georgia who noticed that some of his students had off-beat ideas, but were not necessarily fitting into the traditional classroom structure. He believed that creativity and standard intelligence tests were not measuring the same thing. He wanted to explore and measure creativity on its own, which led him to create the Torrance Tests of Creative Thinking. He is now considered the Father of Creativity Research. And you can learn more about his ideas here. As defined by Torrance, creativity is (1966, p. 6):

  • A process of becoming sensitive to problems, deficiencies, gaps in knowledge, missing elements, disharmonies, and so on;
  • identifying the difficulty;
  • searching for solutions, making guesses, or formulating hypotheses about the deficiencies;
  • testing and retesting these hypotheses and possible modifying and retesting them;
  • and finally communicating the results.

Using this definition, how could you adjust your teaching practice to help your students be more creative? If you’d like to test your own creativity, there are a number of free tests online. Here is one offered by AULIVE, an online resource for creativity and innovation.

References

Alabbasi, A. M. A., Paek, S. H., Kim, D., & Cramond, B. (2022). What do educators need to know about the Torrance Tests of Creative Thinking: A comprehensive review. Frontiers in Psychology13

Torrance, E. P. (1966). Torrance tests of creative thinking—norms technical manual research edition—verbal tests, forms A and B—figural tests, forms A and B. Princeton: Personnel Pres. Inc.

ChatGPT: Friend or Foe?

By Yiren Kong, Ph.D.
Postdoctoral Associate
yiren.kong@stonybrook.edu

A robot hand reaches out to a human hand.
How will human beings ultimately choose to harness the power of ChatGPT and AI?

You have probably heard the word ChatGPT thrown around recently. It is the new trending artificial intelligence (AI) tool that can do a lot of things. One of the most well known features of ChatGPT is to produce content based on the prompt you give to it. As an example, I asked ChatGPT to write a poem about Stony Brook University and here is what it composed:

Beneath the sun and sky so blue,
Stands Stony Brook, a sight to see.
Where knowledge grows, and dreams take flight,
A place where students shine so bright.

With halls of learning, and fields of green,
A place where one’s true self is seen.
Where diversity and inclusivity thrive,
And the future is shaped by those who arrive.

From science to arts, and engineering too,
Stony Brook has something for me and you.
With professors who inspire and guide,
And opportunities that cannot be denied.

A place of growth, and a place of pride,
Stony Brook is where we reside.
With memories made and friendships true,
Stony Brook, we’ll always carry you.

Pretty impressive, right? So what is ChatGPT exactly? ChatGPT is an AI Chatbot developed by the company OpenAI. It was released in November 2022. GPT stands for Generative Pre-training Transformer. Essentially, ChatGPT is a large language model (LLM) which relies on the probability distribution of word sequences. Simply put, ChatGPT is trained with a large amount of text inputs, as explained in this video. It summarizes, predicts, and generates new information based on the information that was given. It is smart enough to not use nonsensical or grammatically incorrect word sequences (due to low probability) and instead to produce content that is more human-like. 

ChatGPT is indeed a critical step forward for AI and technology. However, what does it mean for higher education? Is it easier for students to cheat on assignments and exams now? I believe a lot of us are worried about the impact of ChatGPT and AI on education. 

A recent study published by professor Christian Terwiesch at the University of Pennsylvania Wharton School documented how well GPT-3, an earlier version of ChatGPT, could do in the final exam for one of the courses in the school’s MBA program. It turned out that GPT-3 performed pretty well on certain questions and not so well on others. Surprisingly, GPT-3 made mistakes on simple calculations while perfectly answering more complex questions such as those on process analysis. In the meantime, GPT-3 showed the ability to learn and adapt. Once GPT-3 was given more hints by the instructors, it was able to rectify the once incorrect answers. In the end, GPT-3 was able to receive a B to B- grade on this exam.

Surely, there is a sense of uncertainty and fear when we face something that seems so shiny and powerful. But do educators need to panic yet? In my honest opinion, probably not. As we have learned so far, ChatGPT relies heavily on learned information. It can produce “original” content but that does not equal “original” thoughts. If we grow more mindful towards the assignments and exams that we design, asking questions that elicit more meaningful and sophisticated answers, it will be very difficult for ChatGPT or AI in general (in its current form) to follow. Meanwhile, the anti-cheating AI technology to detect what is created by AI is also developing and that will greatly help combat the misuse of technology like ChatGPT. In addition, having more learning activities that require personal communication (i.e., presentations, group work) will also offset the potential negative effects on learning that may be brought by AI technology. 

On the other hand, the power of ChatGPT can also be used by instructors in various ways to enhance their teaching strategies. For example, ChatGPT can answer straightforward questions about basic course requirements for the instructors so they have more time to answer content questions. In other instances, instructors can use ChatGPT to generate prompts for classroom activities or use it with students to brainstorm. 

So-called new technologies can push us to reassess what we are doing and why. For example, there is an interesting quote by Socrates in the Phaedrus (274b-277a). Plato mentioned that his teacher once said, “[writing] will implant forgetfulness in their souls. They will cease to exercise memory because they rely on that which is written, calling things to remembrance no longer from within themselves, but by means of external marks.” But today, writing has become a routine and indispensable part of our life and helps us in numerous different ways. Similarly, let’s take a deep breath and take some time to truly understand what ChatGPT and AI means to us. After all, the most important thing is how we, the human beings, ultimately choose to harness the power of ChatGPT and AI. 

Do you want to find out more? Do you have ideas for how to embrace or deter the use of ChatGPT as part of your teaching practice? Sign up for the CELT panel discussion: Trends and Tips: Assessment in the Classroom. Email CELT@StonyBrook.edu to sign up for our listserv and get the latest updates about this and more! 

Inclusive Teaching

Do you have an example of an inclusive teaching practice, assignment, assessment, or other strategy that you would like to share with instructors across the State University of New York system?

The SUNY FACT2 Inclusive Teaching Task Group is interested in learning more about faculty engagement and experience with inclusive teaching and learning practices.

They are looking for faculty who are using inclusive teaching techniques and are willing to share their success across SUNY, so that other faculty might be inspired to engage in new inclusive teaching techniques in their own courses. The Task Group will be creating an online repository of these examples and highlighting a few in the FACT2 Inclusive Teaching Webinar Series coming in Spring 2023: April 6, 13, 20, 27 at 1-2 p.m. ET.

 Some examples of this could be:

  • Inclusive Syllabus – examples of faculty on campus using the syllabus to set the tone for diversity and inclusion to create a welcoming environment for students.

  • Teaching the Controversy – examples of faculty on campus integrating diversity-related controversy in the field/discipline as part of the course content and/or learning activities.

  • Social Justice Assessment – examples of faculty on campus that are using social justice platforms for assessment techniques to determine student learning in the course.

This is by no means a comprehensive list. We are really looking for any innovative ways faculty are incorporating and assessing inclusive teaching practices into their students’ learning.

Please complete the Inclusive Teaching Survey and/or share the names of 1-2 faculty on your campus who are using innovative methods to be inclusive and, where appropriate, forward this information to individuals who are champions of inclusive teaching.

While it is anticipated that this form will remain running, if there is interest in being considered as part of the FACT2 Spring Inclusive Teaching Webinar series, please respond to the survey by Friday, March 3, 2023.

Thank you for your time,

Carlos R.A. Jones and Audeliz (Audi) Matías,

Co-chairs of the FACT2 Inclusive Teaching Task Group

Survey: https://forms.gle/PyxsBCnLQspm3Wgk9 

VR in Your Classroom

By Jenny Zhang, M.S.
Instructional Designer
yi.zhang.13@stonybrook.edu

Why VR?
Virtual Reality (VR) is a technology that allows a user to interact with a computer-simulated environment, which can be either a simulation of the real world or an imaginary world (Mandal, 2013). The particular  features of VR are immersion, interactivity, and presence (Lin, 2020) .

To be more precise, there are four virtual technologies, Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR), and Extended Reality (XR). Here are some brief descriptions: 

  • AR adds digital elements to a live view. 
  • VR implies a complete immersion experience that shuts out the physical world. 
  • In the MX experience, which combines elements of both AR and VR, real-world and digital objects interact.
  •  XR is an umbrella term that covers AR, VR, and MR. Often the term XR is used interchangeably with VR to describe the above-mentioned technology. 
Person wearing a virtual reality headset.
CELTT can work with you to design your VR project based on learning objectives and subject matter, provide tutorials, and integrate VR components with your Brightspace course.

In recent years, Meta introduced the more affordable headset, Oculus Quest 2, which makes it feasible for higher education institutions to use VR in their classrooms, online or onsite. VR can improve student engagement, social interaction, community building, immersive learning, group activity, and inclusiveness. Many universities have already used VR for lab simulations, virtual field trips, virtual museums, language learning sessions, creative studios, and online avatar-based activities. Research shows using VR in higher education can be beneficial and when well-implemented, can support student engagement and success (Majchrzak et al., 2022). The immersive VR learning experiences can spark student interest, motivation, and engagement (Flynn & Frost, 2021).

The 2022 Global Market Report on Virtual Reality in Education indicates VR in the education market is projected to increase from $6.37 billion in 2021 to $8.66 billion in 2022. (Virtual Reality In Education Global Market Report 2022, n.d.). The growing demand for immersive learning for students shows an increasing interest in adding VR into college classrooms. 

CELT’s Pick

In the beginning of Fall 2022, the Center for Excellence in Learning and Teaching (CELT) held a VR open house titled “Teaching Tips and Treats with CELT: Immersive VR demo,” in which we showcased four VR tools that we handpicked, and provided our audience with the chance to try them out in person. Here is a summary of the four VR tools.

  1. Quick and Easy Solution for Virtual Field Trip – 360° ° photos

The first and easiest one to implement is the 360°  photo. This technology has been around for a while, and the equipment (360°  camera) and hosting platform are readily available and affordable. The 360°  video creates an immersive static learning environment for students, ideal for demo classrooms, museums, labs, art galleries, campuses, or any worldwide location. The instructor can take a 360°  photo and upload it to a web platform, and share the link with students easily. There are also existing 360°  photo resources available, like 360° cities. Students access the web link through a web browser using their computers or tablets/phones or view it with a VR headset. If you are interested in using it for your class, CELT would gladly help you capture your 360°  photos and embed them into your Brightspace course. 

Check out the embedded 360°  photos: CELT and Faculty Commons VR Tour

  1. Cross-platform 3D social learning space – Framevr.io

Framevr.io is like a 3D version of SecondLife; it is a cross-platform 3D space for VR headset users, computer users, and smartphone users. The frame is the easiest way to create an interactive virtual reality classroom. Instructors can demo their 3D models, upload files (videos, pdfs, slides, images, and audio), share their screens, stream their live lectures, use a collaborative whiteboard, add a poll, and chat via text or voice. It even has a live closed caption feature. Students can control their avatars to walk around, chat with other students, write on the whiteboard, and play basketball games with peers. 

Capacity: 30 people per frame
Cost: free

Please visit CELT at FrameVR and have some fun!

  1. Mixed Reality 3D virtual design powerhouse  – Gravity Sketch

Gravity Sketch is an intuitive 3D design platform for cross-disciplinary teams to create, collaborate, and review in an entirely new way. It integrates images & 3D assets with textures and materials. The app works cross-platform with iPad and computer. Students can collaborate with 3 other people synchronously. 

Capacity: individual mode or 4 people collaborate mode
Cost: free

  1. Virtual Reality Meeting Room – Meta Horizon Workrooms

Horizon Workrooms is a collaboration platform that allows teams to gather in a virtual space, using VR or the web, and engage in productive activities through whiteboards, VR workstations, calendar apps, file sharing, chat, and other virtual replicas of office tools. The function and user interface of  Workrooms are quite sophisticated, and it can integrate seamlessly with computers and keyboards. 

Capacity: 16 people in VR, or up to 50 using a combination of VR and video chat
Cost: free

There is a plethora of VR technologies available, so how do you pick and choose the VR tech tools that suit your needs? We would recommend the following rules of thumb: 

  • Does the technology serve your learning objectives?
  • Does the technology allow group activities and collaboration? 
  • Is it user-friendly, accessible, and inclusive? 
  • Is it cost-effective? 

Based on that, we picked up four VR-related technologies for demonstration. 

How to get involved?

If you are interested in exploring the use of VR in your classroom or simply want to experience VR, CELT is here to help. We can work with you to design your VR project based on learning objectives and subject matter, provide tutorials, and integrate VR components with your Brightspace course. In the meantime, feel free to reach out to us if you are interested in initiating and/ or collaborating on research projects in VR. If you have any questions, we can be reached at celt@stonybrook.edu.

Moreover, join our Yammer CELT VR community for more conversation on VR!

References:

Flynn, C., & Frost, P. (2021, April 16). Making VR a Reality in the Classroom. EDUCAUSE Review. https://er.educause.edu/articles/2021/4/making-vr-a-reality-in-the-classroom

Lin, Q. (2020). Application and development of virtual reality technology in artificial intelligence deep learning. IOP Conference Series: Materials Science and Engineering, 740(1), 012151. https://doi.org/10.1088/1757-899X/740/1/012151

Mandal, S. (2013, April). Brief introduction of virtual reality & its challenges. International Journal of Scientific & Engineering Research, 4(4). https://docslib.org/doc/7170081/brief-introduction-of-virtual-reality-its-challenges

Majchrzak, T. A., Radianti, J., Fromm, J., & Gau, M. (2022). Towards routinely using virtual reality in higher education. ScholarSpace, University of Hawaiʻi at Mānoa. http://hdl.handle.net/10125/79341

Virtual reality in education global market report 2022. (n.d.). The Business Research Company- Global Market Report. https://www.reportlinker.com/p06244974/Virtual-Reality-In-Education-Global-Market-Report.html?utm_source=GNW

 

 

 

Writing to Learn in STEM

By Kimberly Bell, Ph.D.
Teaching Assistant Development Specialist
kimberly.bell@stonybrook.edu

Writing to Learn (WRL) is a pedagogy approach that incorporates short low-stakes written assignments, peer-review, and feedback to help students gain conceptual understanding. A literature review of more than 200 studies that reported using WTL strategies in STEM courses summarizes that this approach has been shown to help students meet learning objectives related to content knowledge, conceptual understanding, scientific method, critical thinking, effective communication, metacognition, and professionalization (Reynolds et. al., 2002). Despite the evidence, WTL is still not as widely used as it could be.
Join us this Wednesday for a panel discussion with faculty that have used WTL in their STEM courses. 

Writing to Learn in STEM Panel Discussion
Wednesday, Nov. 30, 2022 at 1 p.m. ET.
In person: CELT Faculty Commons E1332 Melville Library and Zoom

Register today!

(Coffee and cookies provided in the Commons.)
You can also join us on Zoom.

Panelists:

  • Mona Monfared, Associate Professor of Teaching, Molecular & Cellular Biology, UC Davis
  • Ginger Shultz, Associate Professor, Chemistry, University of Michigan
  • Joi Walker, Associate Professor, Chemistry, East Carolina University

Research from Ginger Schultz’s group provides advice for implementing WTL widely in high enrollment introductory STEM courses (Finkenstaedt-Quinn SA, 2021). 

Student in a lab coat with a microscope and taking noets.
Research shows that using Writing to Learn strategies in STEM courses helps students gain communication and critical thinking skills.

References

Finkenstaedt-Quinn SA, Petterson M, Gere A, Shultz G. Praxis of Writing-to-Learn: A Model for the Design and Propagation of Writing-to-Learn in STEM. Journal of chemical education. 2021;98(5):1548-1555. doi:10.1021/acs.jchemed.0c01482

Reynolds JA, Thaiss C, Katkin W, Thompson RJ Jr. Writing-to-learn in undergraduate science education: a community-based, conceptually driven approach. CBE Life Sci Educ. 2012 Spring;11(1):17-25. doi: 10.1187/cbe.11-08-0064. PMID: 22383613; PMCID: PMC3292059.

Let’s Talk About Impostor Phenomenon

By Carol Hernandez, Ed.D.
Senior Instructional Designer
carol.hernandez@stonybrook.edu

Is it impostor phenomenon or is it something else? The term imposter phenomenon was coined in 1978 by researchers who studied high-achieving women. It is used to describe feeling like a fraud that is experienced by some accomplished individuals, especially when undertaking high profile roles or assignments. However, critics point out that the 1978 study did not include women of color, poor women, or women from a variety of professions. These are limitations that we now recognize as pertinent to the lived experience of people who are marginalized in society. Now that we are more aware of larger systemic issues such as racism, classism, and other discriminatory practices that cause individuals to doubt themselves, Tulshyan and Burey (2021) write, it’s time to change the focus from trying to fix “women at work instead of fixing the places where women work.”  

We will have a chance to discuss impostor phenomenon and strategies that instructors can apply to their teaching so that students do not have to suffer through self-doubt. Join us on Wednesday, Nov. 16 at 11 a.m. ET for a CELT Inclusive Teaching Panel discussion, Addressing Impostor Phenomenon Through Your Teaching Practice.

Register in advance for this meeting:
https://stonybrook.zoom.us/meeting/register/tJ0qde-qrjkpHtIo6AeSNPE9MTphBKccxzvA

After registering, you will receive a confirmation email containing information about joining the meeting.

Woman teaching at a smart board.
What are some ways to mitigate feelings of impostor phenomenon that your students may experience?

References

Clance, P. R., & Imes, S. A. (1978). The imposter phenomenon in high achieving women: Dynamics and therapeutic intervention. Psychotherapy: Theory, Research & Practice, 15(3), 241–247. https://doi.org/10.1037/h0086006

Tulshyan, R. & Burey, J. (2021). Stop telling women they have imposter syndrome. Harvard Business Review. https://hbr.org/2021/02/stop-telling-women-they-have-imposter-syndrome

60 Seconds With CELT

By Carol Hernandez, Ed.D.
Senior Instructional Designer
carol.hernandez@stonybrook.edu

The CELT team has expanded and relocated. Come see us in our new office suite located in Melville Library, W-3519.

We have some new team members, new areas of research and new ways to apply teaching and learning excellence to your instruction. Watch the video and get to know us. Reach out  by email: CELT@stonybrook.edu.

60 Seconds With CELT

How can we collaborate with you? Here are a few ways:

  • Syllabus review: Are your learning outcomes measurable? Do they align with your assignments and assessments?
  • Active learning: Are you getting students engaged with the course content and each other?
  • Inclusive teaching: Are you creating opportunities for learners to feel that they belong and can succeed in an academic space?
  • Online teaching: Are you building a community where students feel that learning is a team effort?
  • Teaching with technology: Do you know how to pick the right tools for your teaching goals?
  • Virtual learning: How can you harness the virtual space to take your students to places and experiences that go beyond the physical limitations of space and time?
  • Research of teaching and learning? Got an idea that you want to work on for publication? We can work with you!

The ‘Hidden Curriculum’ of Office Hours

By Devon Coutts
Ph.D. Candidate, Philosophy
CELT Graduate Student Assistant
devon.coutts@stonybrook.edu

In my previous post, I outlined the problem that many undergraduate students do not take full advantage of faculty office hours, and gave a few suggestions for how instructors can encourage more students to attend. In this post, I want to take a look at another aspect of the problem: many instructors do not believe that it is their responsibility to encourage students to attend. The question guiding this post is: Why not? What assumptions underlie how instructors view their responsibilities around office hours?

To try to answer this question, I visited three instructors during their office hours and asked each of them what they were doing to encourage students to attend. Two said they included on the syllabus when and where office hours would be held. The third not only included when and where they would be, but invited students to drop by if they have specific questions, need extra help with the assignments, or if they simply want to talk. Of the three, he was the only one who had any students attend office hours within the first six weeks of the semester. 

Two men sit at a desk facing each other and talking.
Do you explain to your students why they should come to office hours? Why or why not?

The first two instructors gave revealing answers about why they do not explicitly encourage students to attend. One explained that she expected students would attend if they had specific questions or wanted to discuss their grades on significant assignments. The other expected students to be able to monitor their own progress and assess for themselves whether to seek extra help in office hours. In other words, both assumed that students already know what office hours are for, and thought that there was no need to explain that asking specific questions, discussing assignments, or seeking extra help are reasons to attend. 

However, recent research brings to light how these assumptions put certain students at a disadvantage. Assumptions around the proper use of office hours are part of the “hidden curriculum” of a university: those unspoken rules and expectations about how to interact socially with instructors and how to take advantage of institutional resources. As Anthony Abraham Jack notes, students rely on “cultural competencies developed before college” to navigate the hidden curriculum, but not all high schools have the resources to support students in developing such competencies (Jack, 2016). For instance, the “doubly disadvantaged” – students from economically disadvantaged backgrounds who enter college without any kind of prep or private school experience – tend to “lack the skill set or desire to engage faculty, even as they perceive their peers reaping the benefits of forging relationships” (Jack, 2016). These so-called “doubly disadvantaged” students experience higher degrees of disengagement, to the extent that some feel unable to reach out to professors even when they are at risk of failing a class. One student reports that she did not realize that she needed to contact her professor until he reached out to her first: “Even though he said if you don’t turn in this paper you’ll fail, it wasn’t until I received that email that I realized I needed to email him” (Jack, 2016). While many students eventually learn the skills to engage with faculty and to advocate for themselves academically over time, they may also miss out on access to institutional resources and opportunities to build relationships until sophomore or for some, even the junior year. That could mean missed opportunities to apply for summer jobs, internships, grants, and other experiences that enrich the curriculum and lead to careers after graduation.

Jack’s research highlights the importance of meeting students where they are, rather than where we expect them to be. It is not fair to assume that all of our students know how to seek support when they are struggling. Since very simple things like explaining what office hours are for or emailing students who are falling behind can contribute significantly to creating an accessible and inclusive learning environment, we as instructors ought to do more to normalize this practice in our institutions.  

Reference

Jack, A. A. (2016). (No) harm in asking: Class, acquired cultural capital, and academic engagement at an elite university. Sociology of Education, 89(1), 1-19.