Using the Pivot Game to Guide the Process of Blending Agile Teaching Strategies and Technology in Post-COVID-19 Institutions While Fostering and Maintaining Human Connection

Audience Level: 
All
Session Time Slot(s): 
Institutional Level: 
Higher Ed
Streamed: 
Streamed
Abstract: 

In this “Pivot Game” session, attendees will be arranged in small groups to redesign a residential learning activity given a challenging scenario, learning objectives, and a randomized set of variable constraints. The learning activity must pivot to an online or blended learning activity while fostering or maintaining human connections.

Extended Abstract: 

The worldwide Covid-19 has prompted all of higher education to increase focus on and recognize the need to establish and improve quality in the intersection of learning pedagogies and technology. The challenges to providing high-quality and effective learning experiences faced by administrators and faculty are not new in the Covid-19 and post-Covid-19 world. Other short- and long-term disruptions to educational access have occurred before, from environmental disasters (i.e., floods, hurricanes) to more localized challenges for students involving finances and access to technology. But even with all the current challenges, there are many opportunities to shape the future of online and blended learning. A number of key questions should be guiding the recovery plans for institutions of higher education as they create a plan for the future. 

  • How can administrators provide the right resources so that faculty can maintain the continuity of students’ educational experiences while maintaining human connections? 

  • How can faculty and administrators respond appropriately to technology needs when budgets are restrictive? 

  • How can the current experiences of faculty moving suddenly to remote teaching help to overcome the longstanding culture of traditional residential institutions where faculty have historically been suspicious of social and community-building possibilities afforded by technology? 

  • How can instructors and instructional designers leverage the resources they have available to foster and maintain human connections in times when there are so many difficult challenges being felt by students and instructors alike in the residential-turned-remote classroom? 

  • How can instructors prepare to be agile in a new situation and flexible when there are so many unknowns and there is an expectation that the delivery of learning may need to pivot again in the future?

  • How can instructors pivot to online and blended learning in ways that engage students and create effective, high-quality learning experiences? 

  • How can administrators and instructors turn disruption into opportunities for learning and growth--not just for students, but also for all stakeholders in higher education--faculty, administrators, and support staff alike?

While these questions will not be specifically answered in this session, the presenters will highlight ways in which engaging in an experiential process (playing the “Pivot Game”) can provide opportunities to discuss how to resolve these questions at an institutional level.

Level of Participation:

In this highly interactive and competitive setting, we (the presenters) introduce their “Pivot Game.” In this gamified session, attendees will be arranged in small groups whose purpose is to design a learning activity connected to a given scenario with a specific domain of knowledge or topic that must be adapted, or needs to pivot, from residential to an online and blended learning activity. Attendees will be given learning objectives and outcomes for a learning situation and a randomized set of variable constraints (e.g., limited technology choices, challenges to student access, enrollment size of the class, etc.). In these small groups, attendees will design an online and blended learning experience that meets learning objectives and accommodates all of their hypothetical student profiles that will foster and maintain human connections. Groups will develop a set of slides in a shared Google file to outline the alignment of the learning objectives with the activity, the instructions for the activity, and the engagement expectations for the students. The point of the game is not necessarily the problem of creating new pedagogies with technology (old hat for instructional designers) but rather the game itself--a novel way of communicating to faculty and administrators the unique challenges of taking residential classes online. In addition, it will highlight opportune timing for administrators to address fundamentally deeper questions of cultural, budgetary, and technological infrastructure constraints at their institution in light of the context of pivoting course redesigns.

Session Goals:

Individuals attending this session will leave with access to a shared document with all the groups’ learning activities, ideas for various approaches to moving a residential learning activity to online or blended learning, and specific strategies for fostering and maintaining the human connections (student to student and student to instructor) so important for learning. They will also be able to replicate the Pivot Game with stakeholders at their home institutions with variable constraints localized to help spark innovation and create new opportunities specific to their local contexts.

Intended audience: The primary audience for this session will be higher education instructors and instructional designers who would like to increase their repertoire of learning design strategies under constraints commonly experienced. Higher education administrators and instructional design leaders will also learn much about the constraints, challenges, and opportunities faced while moving from residential to online and blended learning.

Conference Session: 
Concurrent Session 4
Conference Track: 
Blended
Session Type: 
Gamified Session
Intended Audience: 
Administrators
Design Thinkers
Faculty
Instructional Support
Technologists