Transitioning from Passive to Interactive Student Engagement Online

Transitioning from Passive to Interactive Student Engagement Online

This article provides practical information for integrating educational technology to promote interactive experiences in distance learning environments. Additionally, this resource offers strategies and frameworks that can help guide instructors as they work to develop learning experiences that are pedagogically sound, accessible, inclusive, and engaging for all learners.

Technology Enhanced Teaching

Technology has been integrated into both in-person and distance learning classrooms in diverse ways to meet varying educational goals and needs based on specific teaching contexts. For example, many instructors use PowerPoint to deliver and share lectures with their students, while some instructors use collaboration tools such as Top Hat and Microsoft Whiteboard to encourage students to share their ideas. Given the rapid evolution of technology and the diverse needs of various teaching environments, determining when to integrate technology into educational contexts can be challenging.

For this reason, Kimmons, Graham, and West (2020) have proposed a framework to help instructors identify when and how best to integrate technology into their courses to create more active learning environments. This framework, known as the PICRAT model, conceptualizes the spectrum of technology integration's effectiveness in student learning. It categorizes students' interactions with technology into three types: passive (P), interactive (I), and creative (C). It then examines how instructors' use of technology can either replace (R), amplify (A), or transform (T) traditional teaching methods.

The PICRAT matrix is, thus, constructed across two axes. The vertical axis (PIC) responds to the guiding question, "What is the student’s relationship to the technology?” while the horizontal axis (RAT) responds to the question “How is the use of technology influencing the teacher’s existing practice?” These two questions generate a 3-by-3 visual matrix. Each cell of the matrix represents different levels of interactivity, effectiveness, and justification of technology practice in the classroom by showing the combinations of two components. 

A graph demontrating how teachers can imporve student learning

The use of PIC-RAT (Kimmons, 2018. K-12 Technology Frameworks)

Utilizing the PICRAT Framework

The PICRAT matrix, compared to similar frameworks such as SAMR, is especially useful because it not only provides a way to assess the technology’s ability to support pedagogical improvements, but it also offers a means by which instructors can analyze how students engage with course content and the technology used to deliver it. Following the PICRAT framework, one can determine that increases in interactive learning require higher levels of student engagement (Kimmons, 2018). The application of the PIC part of the matrix to Bloom's Taxonomy of educational objectives for the Cognitive Domain shows that active learning experiences impact the level of the student's understanding and educational objectives. The diagram depicted below, for example, illustrates how interactivity plays an essential role in mediating students' activities from passive learning to active learning. While passive learning tends to help with basic objectives like remembering, active learning strategies have been proven to promote the development of higher-order skills, such as problem-solving and critical thinking.

A pyrimid graph

The application of PIC axis oof the PICRAT matrix to Bloom’s Taxonomy. (From resources of LSA Learning & Teaching Technology Consultants, University of Michigan)

Active learning has been defined in many ways since Bonwell and Eison (1991) explained the strategies that promote active learning as “instructional activities involving students in doing things and thinking about what they are doing.” Currently, active learning is commonly understood as activities for constructing new knowledge through higher-order thinking. Unlike passive learning, which occurs when the student stays relatively inactive and only receives new information from learning content via input methods such as video lectures and PowerPoint slides, interactive tasks that encourage students to more actively participate in course activities, - such as group discussions, collaborative writing tasks, low-stakes progress checks, or the creation of artifacts – are more likely to support middle-level goals such as applying knowledge and analyzing concepts. These activities require higher-order thinking skills, such as analysis, evaluation, and creation, following Bloom’s Taxonomy. Thus, Kimmons (2018) ultimately recommends designing and utilizing assessments and activities that move toward the top-right of the matrix to make learning more active and engaging, while maximizing student mastery.

Considering approaches to active learning by utilizing frameworks like PICRAT are critical in integrating technologies effectively, and adapting interactivity into the curriculum is crucial for facilitating a more engaging and responsive distance education experience. Ultimately, facilitating interactivity through technology integration can help to curate a more meaningful online learning experience for students.

Suggestions for Introducing Interactivity into Your Course

Within the College of Arts and Sciences, there are several educational technology tools and resources available to instructors that can be utilized to create interactive content that leads to the active learning experiences outlined above. Below, we highlight just a few ways instructors might consider incorporating interactive content in their courses and we list the educational technology tools currently supported by the university or College that can be used to accomplish that task. These examples focus on more immediate strategies that fall primarily within the second tier of the PICRAT model (i.e. integrating technology to replace and/or amplify existing materials through interactive means of engagement) and offer a starting point from which additional levels of the PICRAT matrix might later be reached. 

Keep in mind that each of the educational technologies mentioned above both offer opportunity and present challenges. For example, H5P is perhaps one of the most versatile tools for creating interactive content with assessment components, but the complexity of the platform requires greater attention to accessibility and, thus, content must be created in collaboration with an ASC ODE Instructional Designer. Determining which tool is best for a given task will depend heavily on the specific needs of each individual instructor and situation. If you would like additional support determining which tool will best meet your specific needs and goals, we invite you to schedule a consultation with an ASC ODE instructional designer who can help answer any questions you might have about available educational technology tools, as well as offer recommendations and design guidance.

References 

  • Bonwell, C. C., and Eison, J.A. (1991). Active learning: creating excitement in the classroom. ASH#-ERIC Higher Education Report No. 1, Washington, D.C.: The George Washington University, School of Education and Human Development.
  • Kimmons, R., Graham, C. R., & West, R. E. (2020). The PICRAT Model for Technology Integration in Teacher Preparation. Contemporary Issues in Technology and Teacher Education, 20(1)
  • Kimmons, R., Draper, D., & Backman, J. (2022). PICRAT: The PICRAT Technology Integration Model. EdTechnica: The Open Encyclopedia of Educational Technology. https://doi.org/10.59668/371.5895
  • West, R. E. (Ed.). (2018). Foundations of learning and instructional design technology. EdTech Books. https://edtechbooks.org/lidtfoundations