Th is is t h e a u t h or s’ fin a l pe e r r e vie w e d ( post pr in t ) ve r sion of t h e it e m
pu blish e d a s:
Wells, Jason, Barry, Robert Mat hie and Spence, Aaron 2012, Using video
t ut orials as a carrot - and- st ick approach t o learning, I EEE t ransact ions on
educat ion, vol. 55, no. 4, pp. 453- 458.
Ava ila ble fr om D e a k in Re se a r ch On lin e :
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Using video tutorials as a carrot and stick approach to
learning
Jason Wells
Deakin University
Pigdons Road
Waurn Ponds, VIC 3217
Australia
[email protected]
Robert Barry
Deakin University
Pigdons Road
Waurn Ponds, VIC 3217
Australia
[email protected]
Aaron Spence
Deakin University
Pigdons Road
Waurn Ponds, VIC 3217
Australia
[email protected]
Abstract
Traditional teaching styles practiced at universities generally do not always suit all
students learning styles.
Students enrolling in university courses are not always
engaging in the learning for many reasons.
New methods to create and deliver
educational material are available but do not always improve the learning outcomes.
Acknowledging these truths and developing and delivering educational material that
provides diverse ways for students to learn is a constant challenge.
This study
examines the use of video tutorials within a university environment in an attempt to
provide a model that is valuable to all students and in particular those students that are
not engaging in the learning. The results of the study have demonstrated that the use
of video tutorials that are well designed, assessment focused and readily available
enable and encourage students to learn how they want, when they want, at a pace that
suits their needs and based on a three year study have the potential to improve results,
student satisfaction and attract those students not engaging in the learning back from
failure.
1. Introduction
High fail rates are of a particular concern to Universities [15] both for the implications to
the students and its reflection on the institutions. While new ways of teaching, such as
introduction of multimedia content into a course, can result in improvement to students
performance, sometimes this increase only affects the average to above average
student while the number or students who fail still remains [10], [2], [15]. This study
examines the design and use of multimedia resources within a first year programming
unit in an attempt to address high fail rates.
2. Teaching and Course Difficulties, Specific to Programming
Programming courses at universities have experienced low performance over the last
decade [7], [11], [15]. There is no single reason for the low performance as both the
university and student have their role to play to ensure the outcomes are positive.
Although this is not unusual at a university level it is clear that teaching programming
presents many challenges.
Students do not fail on purpose [5]. A study by Sheard et al. [15] surveyed 84 students
to discover the reasons why computer science students were failing. Initial factors found
that the failing students were working many hours in outside employment, had a more
sporadic lecture and tutorial attendance rate, and had a generally low motivation to
learn and seek out any extra resources on their own initiative.
Programming is a difficult skill to learn with experienced programmers drawing upon
many diverse skills to produce computer code [5].
Jenkins [5] highlights some
difficulties had by the students. Complexity of the content is apparent with the
requirements of many skill sets such as problem solving and basic mathematics. In
addition the teaching pace of the course material is also outside the control of the
students potentially becoming problematic if students were to fall behind due to slow
comprehension, confusion of the content, or simply missing a class. Difficulty may
result from an instructor being poor at teaching and engaging the students even when
they are skilled at programming. The opposite is also possible in that some students
may become bored as they perceive their teacher as being not as skilled at
programming [3].
In addition there is the possibility that the content within a programming course is not
appropriate to students skill levels [11]. Having previous programming knowledge and
experience has shown to be of marked benefit to student engaging in computer science
degrees [4]. Skill levels can vary substantially due to factors such as personal aptitude
to the course work and previous experience gained from employment, or participation in
computing units during high school [3].
Research has suggested students do not undertake programming units before their
second year of studies as students may be going through many life transitions at the
time [5]. Before any consideration is given to the concept of changing elements of
course structure or content delivery, adequate consideration of student issues, such as
the learning environment and assessment of students proficiency in technology [9]
should take place.
Students in all subjects are becoming consistently more technologically savvy [1], [6],
[8]. The current generation, the ‘Digital Natives’ [6], [13], has been found to consist of
approximately more than 85% of the students who use online resources for their
education [1] as well socializing [8], email and general information gathering [6]. The
frequency of use of the internet being daily, or at least weekly [6]. Technology is a part
of the students’ lifestyle, creating a preference for multi-tasking, fast information
presentation and ‘non-linear’ access to learning material [6] , [14].
The other key issue that is under the control of the universities is the way the courses
are taught, or more specifically understanding the way students learn and making
efforts in their teaching to accommodate the differences. Understanding these two parts
of the equation is the first step to finding potential avenues to assist the grades of the
failing students.
The key to reaching a level of competence in programming is through practice, practice,
practice [18]. For most students practicing is not an issue but for many there is an
increasing trend to avoid this type of applied application and as a consequence a higher
than normal fail rate is common. To address these issues a new method of providing
tuition has been developed that attempts to attract the 40% of students not engaging in
the learning.
3. The study background
Within the School of Engineering at Deakin University there is a requirement to teach
undergraduate students computer programming as part of their first year engineering
studies. Many engineering students either find computer programming difficult to learn
or simply do not feel they should have to know programming concepts as part of an
engineering degree and consequently approach the subject with a negative attitude. As
a consequence, the fail rate for the subject has been high, ranging from 30 to 40% and
the perception of the unit from a student’s perspective has been low.
In an attempt to
address the fail rate and negative perceptions, new teaching techniques have been
developed and studied, resulting in a dramatic turnaround in the fail rate and the
perception of the unit.
The School of Engineering uses traditional teaching methodologies consisting of
lectures where students attend and are presented lecture slides, examples,
demonstrations and have an opportunity to ask questions. There is an expectation that
the students have read any prescribed readings before attending the lecture and as a
consequence have some knowledge of the subject being presented by the lecturer. In
addition to lectures, practical sessions are provided where subsets of students attempt
and practice programming problems on computers and have the opportunity to ask
questions and review solutions.
Assessment tasks are provided where students solve
programming problems and an exam conducted at the end of the semester to determine
the level of programming knowledge the students have obtained. The methodology
assumes the lectures present the concepts, the practicals encourage the application of
the concepts, and assessment examines how much the students have learned. In all
cases the students are expected to attend their allocated lecture and practical classes
and attempt all assessment tasks.
With the introduction of the Internet and eLearning portals, many resources are
provided to the students that are accessible 24 hours a day via the Internet. These
resources include lecture slides, video recordings of the lectures, practical descriptions,
practical solutions, exercises and solutions, online quizzes, forums, notices, practice
exams, and links to external resources.
Delivering content via eLearning portals
enhance the learning experience by providing more flexible ways students could access
and complete the unit requirements. Students that missed a lecture or practical could
download, read, watch and complete the weekly tasks, ask questions via the forums
rather than waiting for the lecture or allocated practical class, discuss assessment tasks
online and potentially work where they wanted, when they wanted and how they
wanted. The natural extension of this new method of delivering and conducting courses
in addition to the traditional methods would be an increase in the quality of learning that
was taking place and consequently high results and lower fail rates. Sadly this has not
been the case and in some cases the fail rate is increasing.
A three year study has been conducted to investigate the use of screen capture
technology to deliver learning resources for the SIT172 programming unit within Deakin
University. As part of their Engineering degree, all students must complete the SIT172
Programming for Engineers unit regardless of their chosen discipline. The unit focuses
on the fundamentals of programming and currently teaches the application of the C
programming as the primarily language.
The unit is conducted over 12 weeks of
lectures, one week of revision and a two week exam period where they must sit a three
hour closed book exam completed without the use of a computer. The unit consists of
both on and off campus students where approximately 25% students are off campus
students.
On campus students have 3 hours of lectures and a two hour practical class. Off
campus students do not attend face to face classes. All unit material is provided online
via an eLearning portal.
Assessment consists of four assignments worth 10% each and an end of year exam
worth 60%. To pass the unit, students require 50% or greater overall and no hurdles
exist. Assignments were due in weeks three, six, nine and eleven. All assignments
were based on a single problem broken into four stages where each stage built on to
the previous, culminating in a complete solution in week 12. Each stage examined the
unit content from previous weeks and all concepts had been covered both in lectures
and practicals. A solution was provided after each assignment was submitted and was
used as the basis for the next assignment as well as to provide feedback as to how to
approach the problem. A marking guide was provided that clearly outlined what was
expected and how many marks were allocated to each aspect of the assignment tasks.
4. Multimedia content
Programming uses a computer and generally software tools to prepare, compile,
execute and debug a program. Since the introduction of screen recording software
such as ‘Adobe Captivate’ and ‘Camtasia Studio’, it is now possible to record the screen
images, mouse movements, keystrokes, menu selections as well as provide audio of
the person using the software to store and deliver the recording via the Internet in a
number of different formats. The recordings can be streamed via a web browser or
downloaded and viewed on most standard computers. The recording can be replayed,
stopped, rewound and advanced as many times as the student wishes.
This enables the creation of tutorials that demonstrate the use of the programming
environment, the use and application of the programming language based around a
specific concepts, feedback to students on how to approach a problem, general revision
and many more possible uses. In addition the instructor can record a narration to
accompany the video that provides the opportunity to explain general concepts, tips,
tricks, suggestions and ideas. The result is a rich, versatile resource that is proving to
be the most sorts after resource by all students, especially those students that are not
choosing to engage in the traditional teaching methods provided.
Three case studies focusing on the use of video tutorials in a university setting were
examined to establish the foundations of the study.
Carver, Howard, and Lane [2]
highlighted the need to clearly define the association between the resource and the
topic being studied. Smith [16] and Nicholson and Nicholson [12] confirmed the use of
the resource was both effective and well received by those students who used the
resources.
Nicholson and Nicholson [12] also highlighted that the creation and
maintenance of the resources requires extra costs and training but the overall benefits
were said to far outweigh these few shortcomings.
In 2008, 12 video tutorials were created. Each video focused on the weekly unit content
and consisted of the following:
•
Presentation and explanation of the programming problem - the programming
problem was described and the steps required to complete the solution outlined. It
is important that the student clearly understands the problem and each step that is
required to be coded to solve the problem.
•
Step by step coding of the solution - The code was developed step by step. At each
step the code was compiled and examined to ensure it was correct. Tips, tricks, and
suggestions were outlined to ensure the students avoided frustrating coding errors
that have the potential to bog a student down for hours. The order of the code
development demonstrated the best approach, layout, style and presentation
expected.
•
Debugging and program testing - At regular intervals, demonstrations were provided
on how best to test the code and in the use of the debugger software to examine in
more detail the data flow through the code.
Each video presented a problem that reflected the weekly topic being studied but the
content was not directly associated with the assignment requirements.
Video were
generally 10-15 minutes in duration and where required, broken into parts to ensure
individual concepts were not mixed. This is particularly important as some student may
want to focus of a single concept and can target a particular concept/video as required.
Students were instructed to watch the video and hopefully discover the key concepts
that were required to apply and complete the coding requirements for the assessment
tasks.
Initial feedback was very positive, especially from the off campus students as they had
very little direct interaction with the lecturer other than via the iLecture recordings and in
general were required to learn and solve problems independently which is not a simple
task when learning programming as many obstacles must be overcome to code a
working solution.
Many of the on campus students also expressed very positive
feedback associated with the videos and they soon became the main learning resource
for the unit.
From a lecturing point of view, the videos provided many benefits. A single video has
the potential to answer many questions and with good design and execution the
requirement to explain a concept many times to many students diminished. Experience
that helps avoid many programming mistakes can be passed on efficiently and an
example of best practiced reinforced constantly. The videos were simple to create and
many videos were produced to address specific problems as they arose. This enabled
the lecturer to target specific issues as required, quickly and efficiently to all students.
5. Initial outcomes
In 2008 the results achieved by the students only improved slightly but the student
satisfaction rating improved dramatically, especially from off campus students. Student
Evaluation of Teaching and Units (SETU) are conducted by the university at the end of
each semester. Students voluntarily complete the survey anonymously and results are
considered by the University as an important guide to the level of service, quality of the
teaching and regularly scrutinized by management. Prior to 2008 the unit consistently
scored poorly in relation to student satisfaction.
Six questions are asked along with the opportunity to provide written comments
associated with the unit. The following summarizes the results from 2006 to 2010 for
both On and Off campus modes.
Year
2006
2006
2007
2007
2008
2008
2009
2009
2010
2010
Campus
On
Off
On
Off
On
Off
On
Off
On
Off
Mean
3.81
3.69
3.12
2.72
4.20
4.25
4.48
4.42
4.57
4.30
Responses
54
16
59
18
59
12
52
12
47
10
Figure 1: SETU results for both On and Off Campus
“I was satisfied with the quality of
teaching from this teacher in this
unit.”
The introduction of the video tutorials in
2008 indicates they played an important
role in the improvement in the overall
ratings and perceptions of the unit
content, teaching approach and service being provided, but the fail rate remained
relatively unchanged. The improvement in the student’s satisfaction was reflecting a
positive perception for the video’s, especially from Off Campus students who rarely
received an interactive teaching experience and potentially because the use of the
technology was new and not being used in other subjects they were studying. Despite
this 40% of students were still not engaging in the unit content and were not utilizing the
videos as expected regardless of their value and accessibility.
6. Refinements
In 2009, the design of the video tutorials was adjusted to more closely align them with
the four assignments.
Assessment is the only measure of the student’s depth of
understanding of the subject and as a consequence is the primary focus for all students
throughout the semester. Regardless 40% of students were electing to not complete all
the assignments or were completing the assignments poorly.
Guessing a solution to a programming problem is unlikely. To code a solution you must
understand the problem and then understand how you can code the solution using the
required programming language. To learn students must practice the concepts and
generally the time and effort required can be demanding.
Not all university students studying engineering can muster the motivation to learn
programming and as a consequence either lose confidence and drop out or simply
cannot use the resources efficiently within the timeframes to learn the unit material as
required. As a consequence a new strategy was developed to streamline the learning
process and focus all the videos on how to complete the assignments.
The subject for each video was based around a problem that was similar to the
assignment problem the students were expected to complete. Designing the content of
the videos to relate more closely with the assignment problem implies that by watching
the video you will get more help in completing the assignment. This strategy was used
specifically to appeal to those students that were not engaging in the learning. If the
students were attempting and completing the assignments they are engaging in the
learning whilst gathering marks and consequently passing the unit.
Students were instructed to watch the videos and then attempt the assignment. Each
video stepped the students through the concepts required to complete the assignment.
Students can pause the video, then apply what they watched to the assignment, test
and confirm the code then move to the next concept. The result would be two - five
hours of programming practice and a part or completed assignment.
The danger in this strategy is that the videos would compromise the learning by giving
the student too much information relating the assignment solution and bypass quality
learning and when it came to the exam the students would not have the required
knowledge to solve the exam questions using their acquired knowledge without the aid
of an accompanying video.
This method resulted in an increase of student submissions for each assignment and an
increase in overall results for the assignments.
The exam component of the unit assessment was conducted at the end of the unit and
consisted of a closed book, three hour supervised exam worth 60% of the overall
assessment marks for the unit. The exam consisted of multiple choice questions that
required student to read, understand and predict the outcome of blocks of code and
short answer questions requiring students to write code to solve a given problem. The
exam was important as it provided an unassisted environment that required a student to
reflect their knowledge of the unit and their ability to write logical, well-structured code.
7. Improved outcomes
The 2009 exam results were excellent, resulting in the some of the best code seen in an
exam situation for this subject. The fail rate decreased from 30% to 13% and the
overall standard across all grades improved.
The SETU results for 2009 were also very positive and again confirmed the use of the
video tutorials as a major contributing factor in the improved results. Similar results
were achieved in 2010.
Results were as follows:
Grade
Mark out of 100
N
0 – 49 (Fail)
P
50 – 59 (General pass)
C
60 – 69 (Credit pass)
D
70 – 79 (Distinction pass)
HD
80 – 100 (High Distinction pass)
Figure 2: Results Table
40
Results - On and Off campus
N
30
P
% 20
C
D
10
HD
On/Off
2006
N
30
P
18
C
20
D
19
HD
14
ON
2006
N
28
P
19
C
20
D
17
HD
17
OFF
2006
N
38
P
14
C
19
D
29
HD
0
Figure 3: Results
2007
2008
2009
2010
30
24
18
20
8
2007
28
23
19
20
9
2007
37
26
15
19
4
26
21
22
19
12
2008
27
22
20
19
12
2008
24
16
28
20
12
13
16
17
29
25
2009
11
17
18
27
26
2009
20
10
15
35
20
13
14
23
29
21
2010
14
15
23
30
18
2010
6
6
25
25
38
0
2004
2006
2008
2010
2012
Year
40
Results - On Campus
N
P
30
C
% 20
D
10
0
2004
HD
2006
2008
2010
2012
Year
Results - Off Campus
50
N
40
P
30
%
C
20
D
10
HD
0
2004
2006
2008
2010
2012
Year
Students studying in off campus mode appeared to gain the most benefit from the video
tutorials as fails dropped to 6% and Results of 80% and above rose from 0% to 38% in
2010. Off campus students do not have the luxury of face to face contact via lectures
and practical’s and were left to their own devises to learn the unit contact. The video
tutorials filled the void and were directly responsible for the dramatic turn around to
excellent results and unit perceptions.
8. Validation
To determine in more detail what resources were being utilized and valued by the
students and to gain a better understanding of the student perceptions of the unit a
survey was created and distributed to all students in 2009 and 2010.
The surveys
were anonymous and conducted in the final week of lectures, during revision week and
prior to the exam. The survey was designed to provide a better understanding how
important each resource was and to provide clear guide to where effort should be
directed in the future to ensure the teaching methodology being used best suited the
students and the way they wanted to learn.
The results from the surveys clearly indicates the introduction of the video tutorials into
the unit has provided a valuable resource that is being used primarily by students to
complete the assignments and subsequently enabling students to learn the unit material
as indicated by the improvement in the unit results.
Year Count On% Off%
2009 56
96
4
2010 23
65
35
Figure 4: Survey response rate
How do you rate the video tutorials
provided?
2009 % 2010 %
Very unhelpful
0
2
Unhelpful
0
0
Average
9
0
Helpful
26
11
Very helpful
65
88
How do you rate the content of the
video tutorials?
2009 % 2010 %
Very poor
0
0
Poor
0
0
Average
13
2
Good
39
27
Very good
48
71
How did you use the video tutorials?
2009 % 2010 %
Learn C
programming
70
54
Learn the weekly
material
48
34
How to complete
the assignments
87
95
Study for the exam
57
38
I did not watch them
4
0
Did the video tutorials help you learn
the unit material?
2009 % 2010 %
Not at all
0
0
Sometimes
13
9
Often
48
45
Always
39
46
Figure 5: Survey results
Did the video tutorials encourage you
to complete the assignments?
2009 % 2010 %
Never
0
4
Sometimes
13
9
Often
48
29
Always
39
59
How often did you use the video
tutorials to help you complete the
assignments?
2009 % 2010 %
Not at all
4
0
Sometimes
26
14
Often
30
21
Always
39
64
Which of the following resources did
you find most helpful?
2009 % 2010 %
Lectures
30
27
Lecture slides
78
63
Video tutorials
65
84
Assignments
52
39
iLecture
30
2
Student News
4
5
Which of the following is the most
valuable resource provided for this
subject?
2009 % 2010 %
Lectures
9
2
Lecture slides
0
0
Practicals
44
37.5
Video tutorials
35
59
iLecture
13
0
The unexpected outcome of introducing the video tutorials to the unit resources has
been the devaluing of the lectures conducted for the unit. The surveys clearly indicate
video tutorials are the most valued resource but face to face lectures hardly rate. This,
in hindsight, was being reflected in the low attendance rates to the lectures and
indicates that students prefer to use resources to help them complete the unit
expectations when they want or need them. Lectures require a student to attend a
class at a specified time and place and the content presented may not immediately
relate to the assessments tasks they are required to complete. The video tutorials allow
the student to obtain the information they need to learn in order to complete the
assessment when they want, where they want and as many times as they need.
9. Opportunity
This approach is not just beneficial to teaching programming but any discipline that
requires students to learn the process that is required to create a product or outcome [].
Static content struggles to pass on experience, technique, process and an application of
knowledge. This is especially relevant where the application of the knowledge requires
the use of unfamiliar tools, environments and pitfalls that have the potential to frustrate
and distract the learner.
10. Conclusion
Traditional teaching styles where students are expected to attend lectures and practical
classes to gather an understanding of the unit material, works for those that attend but
has the capacity to impact on those students that do not attend. The introduction of the
video tutorials has enabled those students that do not attend classes and consequently
struggle to pass the unit and opportunity to engage in the learning when it is most
important. Where the assessment is the motivation to learn, video tutorials designed to
focus on the concepts required to complete the assessment are desired, used and have
very positive outcomes. The video tutorials not only benefit those that are not attending
the classes but all students appear to benefit.
This is reflected in a general shift
upwards of the unit results.
There are many issues that students must overcome in order to complete coursework
and there are many issues lecturers faces to ensure students receive the service and
resources required to guide them through this process. This study has confirmed the
value that video resources can play in addressing many of these issues, especially
those that acknowledge the importance of assessment as a learning tool and focus the
student on the assessment, encouraging them to watch the videos and thereby
engaging them in the learning.
Simply providing video tutorials relating to the course
material, although valuable to some, will not provide the motivation to those students
that are not engaging in the learning. Careful consideration must be applied to the
design and focus of the video tutorials. Aligning the video tutorials to the assessment
encourages more students to engage in the learning but this alone is not enough to
assist all of the failing students. There remains a cohort of students that are enrolling in
units but simply not engaging at all.
Future research should focus on the specific
qualities of these ‘failing’ students and not general student failure and performance.
This information would allow better understanding of their learning styles, appropriate
content delivery, and as a result action can be taken to more accurately to assist the
students where required.
11. References
[] Bennedsen, J.B. and Caspersen, M.E.: ‘Exposing the Programming Process’,
Reflections on the Teaching of Programming, LNCS 4821, Springer-Verlag, 2008, pp. 616
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