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Melanie Rees Dawson & Benjamin Lignugaris /Kraft 1 st National TeachLivE TM Conference

TeachLivE TM vs. Role-Play: Comparative Effects on Special Educators’ Acquisition of Basic Teaching Skills. Melanie Rees Dawson & Benjamin Lignugaris /Kraft 1 st National TeachLivE TM Conference Orlando, Florida, May 2013. Rationale.

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Melanie Rees Dawson & Benjamin Lignugaris /Kraft 1 st National TeachLivE TM Conference

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  1. TeachLivETMvs. Role-Play:Comparative Effects on Special Educators’ Acquisition of Basic Teaching Skills Melanie Rees Dawson & Benjamin Lignugaris/Kraft 1st National TeachLivETM Conference Orlando, Florida, May 2013

  2. Rationale • A core goal of teacher preparation programs is to bridge the gap between knowledge and practice (Allsopp, DeMarie, Alvarez-McHatton, & Doone, 2006; Dieker, Hynes, Hughs, & Smith, 2008; Hixon & So, 2009). • Training experiences are often constructed using situated learning as a theoretical foundation. • Situated Learning: • Knowledge acquisition requires realistic content and complexity • Skill transfer depends on how closely practice opportunities match the situation in which information is to be applied (Brown, Collins, & Duguid, 1989)

  3. Rationale Simulating classroom scenariosis one strategy for situating learning for novice teachers. • Role-playing is perhaps the oldest form of classroom simulation, dating back to the 1800’s (Brown, 1999). • Recently, virtual simulations have emerged in teacher training programs (Hixon & So, 2009). • TeachLivETM is a virtual classroom that can realistically represent the complexities that exist in actual classrooms (Diekeret al., 2008).

  4. Rationale TeachLivETM is an example of “technology-enhanced learning” in contrast to “traditional” approaches. • Three types of Technology-Enhanced Learning used in university settings (Kirkwood & Price, 2013): • (1) Replicating existing teaching practices: delivering instruction using technology • (2) Supplementing existing teaching practices: creating additional resources or making resources/tools available for students to access at any time • (3) Transforming the learning experience: Redesigning activities to provide active learning opportunities for students

  5. Purpose The purpose of this study was to investigate the effectiveness of practice sessions in TeachLivETM (a technology-enhanced approach) compared to practice sessions in role-play (a traditional approach) on preservice special educators’ development of essential teaching skills.

  6. Research Questions Study 1: (Foundation teaching skills) 1) To what extent will preservice special educators, who are trained to deliver opportunities to respond (OTR) and praise, demonstrate a higher response rate for the skill practiced in TeachLivETM Gen 1 than the skill practiced in role-play with colleagues, when assessed in TeachLivETM Gen 3? 2) To what extent will teachers who practice praise in TeachLivETMGen 1, demonstrate a higher percentage of specific praise than teachers who practice praise in role-play with colleagues, when assessed in TeachLivETM Gen 3? Study 2: (Complex teaching skills) 3) To what extent will preservice special educators, who are trained to deliver error correction and praise around, demonstrate a higher percentage of correct steps for the skill practiced in TeachLivETM Gen 1 than the skill practiced in role-play with colleagues, when assessed in TeachLivE Gen 3?

  7. Methods: Participants • 7 teachers in an Alternative Teacher Preparation (ATP) program • Full-time special education teachers on letters of authorization • Given $150 for participating in the study • Two Groups: • 3 teachers practiced praise in TeachLivETM and OTR in role-play (Group 1) • 4 teachers practiced OTR in TeachLivETM and praise in role-play (Group 2)

  8. Methods: Participants

  9. Methods:Measures Dependent Variables • OTR: The teacher asks an academic question and indicates if it is directed to the group or an individual student OTR rate= # OTR/mins(Goal= 4 per min) • Praise: Positive teacher statements and gestures referring to student work or behavior • General: positive statements or gestures that don’t specifically reference student work or behavior • Specific: positive statements that directly reference student work or behavior Praise rate= # praise statements/mins(Goal= 4 per min) % Specific praise= (# specific/total praise) x 100 (Goal= >50%)

  10. Methods: Measures Assessment: Immediately following training sessions conducted in either TeachLivETM Gen 1 or role-play • Generation 3 classroom • Complexity: • 4 academic errors (e.g. mispronouncing words, incorrect definition, poor example) • 4 problem behaviors (e.g. cell phone ringing, talking out, tapping pen) • 5 minute assessment session administered individually (Recorded and scored later)

  11. Measures: Reliability Interobserver Agreement: • Primary Data Collector: 100% of assessment videos • Second Data Collector: 31% of assessment videos OTR: Rate:88.1% (71.4%-100%) Praise: Rate: 88.4% (70.8%-100%) Type: 96.5% (82.4%-100%) IOA= Agreements/(Agreements+Disagreements) x 100

  12. Methods: Intervention Prior to Practice Sessions: • Target Skill Instruction • Video about each target skill • Handout with examples/non-examples • Quiz • Lesson Plans • Vocabulary Lesson (words & definitions) • Teaching Formats (e.g. example/non-example, definition, sentence generation, sentence substitution) • A short story that included the target vocabulary words • 1 lesson plan for TeachLivETM, 1 lesson plan for role-play

  13. Methods: Intervention

  14. Training vs. Assessment TeachLivETM Gen 1 or role-play TeachLivETM Gen 3 No misbehaviors No academic errors 4 misbehaviors 4academic errors

  15. Training vs. Assessment TeachLivETM Gen 1 or role-play TeachLivETM Gen 3 4 misbehaviors 4 academic errors No misbehaviors No academic errors 1 lesson for TeachLivETM 1 lesson for role-play A new lesson for each assessment session

  16. Methods: Design Alternating Treatments Design • Treatments alternated between TeachLivETMand Role-Play • Target skills were counterbalanced across treatmentsand groups • Advantages of an Alternating TreatmentsDesign: • Quickly compare effectiveness of two treatments • Does not require baseline data or withdrawal • Minimizes sequence effects (Cooper, Heward, & Heron, 2007)

  17. Results

  18. Results

  19. Results: Specific Praise Praise Targeted Praise Targeted Praise Targeted

  20. Study 2: Measures New Dependent Variables: Error Correction: When a student makes an academic error the teacher delivers a model, test, and delayed test. • Model: The teacher provides the correct answer to the question • Test: The teacher repeats the initial question • Delayed Test: After one or more intervening responses, the teacher again asks the initial question. % correct Steps: (# correct steps/#possible steps) x 100 Praise Around: When a student exhibits a misbehavior that is persistent (5 s or more) or recurring (more than once) the teacher delivers the following steps: • Step 1: The teacher praises another student who is exhibiting the desired behavior. The praise statement must be specific and identify the behavior that is incompatible with the problem behavior. • Step 2: When the target student exhibits the desired behavior, the teacher praises the student using a specific praise statement that is incompatible with the problem behavior. % correct Steps: (# correct steps/#possible steps) x 100

  21. Study 2: Intervention

  22. Study 2: Design Alternating Treatments Design (with baseline) • Baseline data collected during Study 1 • Treatments alternated between TeachLivETMand Role-Play • Target skills were counterbalanced across treatments

  23. Study 2: Results

  24. Study 2: Results

  25. Surveys When both studies were complete, we administered two surveys: • Presence Questionnaire: • Surveyed the “realness” of the Gen 1 and Gen 3 classrooms, students, interactions, and teaching scenarios. (Adapted from a survey created by Aleshia Hayes) • Social Validity: • Surveyed the acceptability of the training procedures, and compared teacher experiences in TeachLivETM and Role-Play.

  26. Presence Questionnaire Findings: Majority of teachers understood the students’ different personalities Teachers were split on their perceptions of “realness” of the classroom and students, as well as their ability to interact as they would in a real classroom. Perceptions of “realness” depended on the level to which TeachLivETMmatched their own classroom. Overall, the teacher’s degree of buy-in was the same for Gen 1 and Gen 3. The visual proximity to the students (zooming in and out) enhanced interactions in some situations, but may have hindered it in others.

  27. Social Validity Findings: The training and lesson materials were appropriate The feedback structures were helpful TeachLivETMis more similar than role-play to their own classrooms

  28. Social Validity Question: Which lab did you prefer? Why? Question: If you were offered $50 for mastering a new skill in ONE session, would you choose to practice the skill in the TeachLivETM lab or the role-play lab? *Although teachers were split on their buy-in and preference for TeachLivETM, they recognized that is it a powerful medium for practicing teaching skills.

  29. Discussion • Overall, teachers demonstrated higher rates and percentage of steps in the assessment session on the skills they practiced in TeachLivETM compared to the skills they practiced in role-play. These results suggest that TeachLivETM(technology-enhanced simulation) facilitates development of essential teaching skills more effectively than role-play (traditional simulation).

  30. Discussion Limitations: • No Training Data • Did teachers master the skill during training before generalizing to the assessment setting? • No Classroom Data • To what extent do teachers demonstrate the skills in their own classroom?

  31. Discussion Future Research: • Focus on TeachLivETM • Understand how many sessions it takes for teachers to become proficient with a specific skill, without being interrupted by other repertoires (multiple baseline) • Collect training data as well as assessment data • Generalization to real classrooms • Regularly collect data in their own classrooms to investigate to what extent the levels of proficiency we see in TeachLivETM transfer to actual teaching. • Select more homogeneous participants with similar teaching situations to TeachLivETM • Secondary schools • Teaching language arts

  32. References Allsopp, D. H., DeMarie, D., Alvarez-McHatton, P., & Doone, E. (2006). Bridging the gap between theory and practice: Connecting courses with field experiences. Teacher Education Quarterly, 33(1), 19-35. Brown, A. H. (1999). Simulated classrooms and artificial students: The potential effects of new technologies on teacher education. Journal of Research on Computing in Education, 32(2), 307–18. Brown, J. S., Collins, A., & Duguid, P. (1989). Situated cognition and the culture of learning. Educational Researcher, 18(1), 32-42. Cooper, J. O., Heron, T. E., & Heward, W. L. (2007). Applied Behavior Analysis (2nd ed.). Prentice Hall: New Jersey. Dieker, L., Hynes, M., Hughes, C., & Smith, E. (2008). Implications of mixed reality and simulation technologies on special education and teacher preparation. Focus on Exceptional Children, 40(6), 1-20. Hixon, E., & So, H.-J. (2009). Technology’s role in field experiences for preservice teacher training. Educational Technology & Society, 12(4), 294–304. Kirkwood, A., Price, L. (2013). Technology-enhanced learning and teaching in higher education: What is ‘enhanced’ and how do we know? A critical literature review. Learning, Media, and Technology, DOI:10.1080/17439884.2013.770404

  33. Thank You! • Melanie Dawson melanie.rees@usu.edu 801-505-3290 • Ben Lignugaris/Kraft ben.lig@usu.edu 435-797-2382

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