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Summary of #GCUGamesOn Evalution Findings

Posted on September 12, 2014

As promised this post shares the summary findings from our recent online event, GCU Games On. As I’ve written about before we developed this very quickly (in a month from idea to online) so we were very aware of some of the pedagogic shortcomings of our overall design. However given the rapid development time during the start of summer holidays when most of our subject experts were on holiday we had to make some very pragmatic design decisions.

Overall the feedback was pretty positive and the whole experience is helping to shape our developing strategy to open, online courses. (Nb the text below has been adapted from an internal report).

Background

GCU Games On was an open online event designed to celebrate, explore and share experiences during the Glasgow 2014 Commonwealth Games. It ran between 16 July and 8 August 2014.

Instigated by the PVC Learning and Student Experience, it was developed in little over a month. Due to the time constraints (one month from idea to being available openly online) a simple design was developed which included: background and contextual information with relevant links, making a wish on our digital wishing trees, at least one twitter based activity and a medal quiz challenge each week. Sharing experiences of Glasgow 2014 via twitter was encouraged each week. Daily email updates were sent to all registered participants.

The event was delivered via the new Blackboard Open Education platform.

Participation

  • Registrations: 211
  • Countries: 12 excluding the UK
  • Digital Badges issued: 174
  • Tweets: 424
  • Digital wishes: 107

Evaluation

Of the 211 registrations, 22 completed the survey giving a 10.4% response rate. In addition, due to the use of social media (and in particular, twitter) a number of informal responses to the event were shared.

Summary Findings

The majority of respondents to the survey were female, aged between 25 to 65, based in the UK with no connection to GCU. The majority of participants were based in the UK, with 36% based in both Glasgow and Scotland respectively. 18% of respondents were from the rest of the UK, and there were equal numbers (4.5%) of respondents from other Commonwealth countries and non Commonwealth countries. From registration information we know we had registrations from Australia, India, Trinidad & Tobago, Ireland, Israel, Denmark, Canada Italy, Israel, New Zealand, Spain and South Korea.

59% of respondents had no connection with GCU and 45% of respondents cited wanting to experience online learning at GCU as their main reason for participating. The vast majority of respondents had some form of formal educational qualification, 45% up to Masters level.  This correlates to general trends in open online courses, but may also reflect a network effect from the Blended Learning Team’s network and promotion of the event. 95% of respondents found the site easy or partially easy to use.  54% of respondents completed all of the activities.

Open feedback was generally positive about the experience.

“I really enjoyed this as a bit of fun.  What I got out of it most was seeing new blackboard system in operation and it looks and feels very impressive.”

“I think looking at the Twitter feed this was spot on for what it was trying to achieve. Much fun was had by all it seems and the course gave a great scaffold to talk about their experiences at the games.”

“I do know it is hard to pull together a learning experience around an event like this and I guess that was weakness of this approach.  At times I think really perhaps due to lack of substance or clear learning outcomes – the learning design was a bit hit or miss – but I think you did achieve outcome of getting folks to engage with learning platform which was I think what it was about rather than the content”

 

GCU Games On Gold Medal
GCU Games On Gold Medal

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6 thoughts on “Summary of #GCUGamesOn Evalution Findings”

  1. mhawksey says:
    September 12, 2014 at 12:14 pm

    Great to see you share some of the feedback. I was one of people to slip out early but with even minimal participation I still have a sense of achievement (the majority of courses I sign up for I do nothing). You mentioned some pedagogical weaknesses, was that the lack of learning outcomes?

    Reply
    1. sheilmcn says:
      September 12, 2014 at 12:18 pm

      Hi Martin, thanks for commenting. Great to hear you felt you had a sense of achievement – badges ftw! I think that yes the lack of specific learning outcomes was an issue, on the flip side it is was also quite liberating. Time and holidays were really our biggest challenges.

      Reply
  2. Debbaff says:
    September 15, 2014 at 10:10 am

    Reblogged this on Debs OER Journey and commented:
    This is a reblog of a post by the lovely Sheila Mc from her blog howsheilaseesIT which outlines a brief summary of her findings following the #GCUGamesOn Online Experience. I took part in this and enjoyed it very much and I am VERY proud to say I got all three medals … interesting stuff 🙂

    Reply
  3. Debbaff says:
    September 15, 2014 at 10:11 am

    Thanks for sharing this Sheila. I really enjoyed the #GCUGamesOn have just reblogged this on my little old learning journey blog http://debbaffled.wordpress.com/

    Reply
    1. sheilmcn says:
      September 15, 2014 at 11:08 am

      Thanks Debs – you were a key part of its success and we loved that you were so open in sharing during it.

      Sheila

      Reply
  4. Pingback: What Sheila’s seen this week: innovating pedagogoy, mansplaining, more post digital, analytics awards | howsheilaseesIT

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