=Paper= {{Paper |id=Vol-1776/paper7 |storemode=property |title=Challenges and Resolutions for Engaging Teachers and Students in Participatory Design of Online Science Learning Resources |pdfUrl=https://ceur-ws.org/Vol-1776/paper7.pdf |volume=Vol-1776 |authors=Matthias Heintz,Effie Lai-Chong Law |dblpUrl=https://dblp.org/rec/conf/nordichi/HeintzL16 }} ==Challenges and Resolutions for Engaging Teachers and Students in Participatory Design of Online Science Learning Resources== https://ceur-ws.org/Vol-1776/paper7.pdf
               Challenges and Resolutions for Engaging Teachers and
                 Students in Participatory Design of Online Science
                                Learning Resources

                                     Matthias Heintz, Effie Lai-Chong Law

                   Department of Informatics, University of Leicester, Leicester, United Kingdom
                                      {mmh21,lcl9}@leicester.ac.uk



                   Abstract. Participatory Design (PD) is a key HCI approach relying on the
                   involvement of end-users to provide insights into the development of a
                   product/system. However, it is proved challenging to engage participants in PD
                   activities, as shown by our practical experiences in a research project that is
                   aimed to support teaching and learning of science with online labs and associated
                   resources. Challenges include identifying convincing arguments about benefits
                   of participation and demonstrating impacts their participation can have. We
                   propose the use of an online tool such as PDot to support the traceability of PD
                   feedback and the possibility of audio input. We will also explore the gamification
                   of participation.

                   Keywords: Participatory design; Online labs; Teachers; Students;


           1       Introduction

           “We have everything ready, but we don’t have participants!” Such a predicament is
           faced by a number of researchers planning to collect empirical data with human
           participants. While “everything” can include methodological approaches, ethical
           approval, research protocols, experimental instruments and other logistics
           arrangements, “participants” can be people from all walks of life, depending on the
           main goal and research questions of the project concerned. For a research project
           targeting school students aged 10-18 years old and their teachers with the respective
           population sizes being about 4 million and 0.5 million in England 1, one would expect
           that the predicament of participant recruitment might be less likely to occur.
           Nevertheless, our practical experiences of conducting Participatory Design (PD)
           studies with these target groups contradict such an expectation. In fact, it has been rather
           challenging for us to get teachers committed to participating in PD activities. The level
           of involvement of teachers, who are gatekeepers of access to students, has had a
           significant impact on student participation.


           1   https://www.gov.uk/government/publications/number-of-schools-teachers-and-students-in-
               england



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               In this position paper, we describe the challenges we have faced and resolutions we
           have attempted to improve the quantity as well as quality of participation in our PD
           activities. We also discuss the implication for ameliorating approaches to engage people
           in PD.


           2       Background

           The context of Participatory Design (PD) activities that we have conducted is a
           European research project called Go-Lab (Global Online Science Labs for Inquiry
           Learning at School)2. Its overarching goal is to support science teaching and learning
           by providing pedagogically as well as technologically sound online laboratories (or
           online labs) and scaffolds (or apps), which allow their users to perform interactive
           experiments over the Internet [1]. Science teachers and school children from upper
           primary school up to pre-university colleges are the main beneficiaries of the project’s
           outputs. To facilitate the attainment of the project’s goal, a web-based portal called
           Golabz2 has been developed to enable teachers to identify and utilize online labs, apps,
           online lessons and other resources for addressing learning needs of their students, who
           can also access and explore such resources on their own.
              As for all computing technologies, it is crucial to ensure high usability, usefulness
           and attractiveness of the online labs, apps and other related resources to elicit positive
           experiences in teachers and students, thereby sustaining their motivation and interest in
           deploying them. Quality assurance can be achieved through the use of appropriate
           human-computer interaction (HCI) methodological approaches, including Participatory
           Design (PD) in the early phases of the project and User Experience (UX) evaluation in
           the later phases. This entails close collaborations between the HCI, software
           development, and pedagogy researchers engaged in the project (Fig. 1).
              As depicted in Figure 1, the critical source of input is feedback from end-
           users/participants (i.e. teachers and students), who in the context of Go-Lab serve as
           informants, according to the IBF (Informed, Balanced, Facilitated Design)
           Participatory Continuum Model [2,3]. For “Informant Design”, designers create a
           prototype and participants are then asked to provide insights into its quality
           improvement.




           2   Go-Lab: http://www.go-lab-project.eu/; Golabz: http://www.golabz.eu/



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Proc. of Fourth International Workshop on Cultures of Participation in the Digital Age - CoPDA 2016
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                                   Fig. 1. Interdependencies of the project’s teams.


           3      Challenges

           In the course of Go-Lab, based on our ongoing reflections on the perceived attitudes
           and observed behaviours of the participants in our PD activities, we have adapted
           different strategies and approaches to improve the number of participants and the nature
           of their participation. In the subsequent descriptions, we summarize the challenges
           encountered into two major categories, namely organizational and personal.


           3.1    Organizational Challenges: Recruitment and Implementation

           For our workflow of PD, participant recruitment was launched when prototypes,
           research protocols, data capturing tools and other setups were near completion.
           Recruitment for and implementation of our PD studies, despite the meticulous planning
           in advance, have been tricky because of several constraints:

            Alignment with the development team’s release plan: The release plan was
             constrained by the contracted delivery dates of the project’s products. While this
             restricted timeframe could help schedule participant recruitment, the maturity and
             stability of the prototypes under development, due to various reasons, might not yet
             have reached the expected status for the planned PD activities when they had to be
             conducted. This might run into the risk of undermining the participants’ perception
             of the project’s final products and influence their ability to give adequate feedback,
             especially with participants who are not used to provide feedback on prototypes. To
             address these issues we emphatically reminded the participants during the PD
             workshops that the prototypes presented were still under development.
            Recruitment strategies: A variety of recruitment strategies was used to acquire
             participants, including sending invitation letters and flyers about the PD studies to
             school head-teachers and to researchers’ personal networks (via email), and
             publicizing the studies in other project-related activities. The design of the
             promotional materials played a critical role in convincing potential participants. To
             be most effective the text should be free from jargon and the images should illustrate
             the goal and activities of PD well. Of particular importance is to argue for the



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Proc. of Fourth International Workshop on Cultures of Participation in the Digital Age - CoPDA 2016
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             benefits of participation. This is proved challenging because putting emphasis on the
             value of participants’ input for improving the project’s products is apparently not
             convincing enough for many teachers, given their indirect relationship with the
             project and the timescale at which they could expect to actually benefit from the
             results.
            School timetabling in connection with teacher/student availability: While a number
             of our teacher-oriented PD studies have been organized as teacher training
             events/workshops in schools as well as non-school settings, the student-oriented PD
             studies have taken place only in schools. The reasoning for the latter is built upon
             the assumption that field studies can provide more realistic insights into how the
             online labs and other resources would be used in situ, thereby increasing the
             ecological validity of the findings. However, the drawback is the reliance on school
             timetables and technical infrastructure, which often do not match well with the
             project timetable and can be difficult to deal with as technical issues cannot be ruled
             out as part of the workshop preparation, but need to be dealt with on the spot during
             the running workshop.


           3.2    Personal Challenges: Needs and Attitudes

            Stakeholders’ diverse needs: Different stakeholders involved have different
             concerns about the participation in the PD studies. For teachers, their concerns may
             be whether the participation enables them to meet their professional development
             need or to address certain educational issues. For students, their concerns may be
             whether the participation is enjoyable and allows them to gain new learning
             experience. For the HCI researchers the main concern might be, whether their
             participation in the form of guiding the PD activities influences the quantity and
             quality of data. For other project partners, their concern can be whether their
             participation in terms of providing the online resources to be evaluated helps affirm
             the value of their research endeavour and enhances the reputation of the project.
             Nonetheless, some of these concerns may be incompatible. For instance, the HCI
             researchers aim to collect teacher and student feedback on a broad range of the online
             lab and app prototypes as early as possible in order to get a comprehensive
             understanding of the products quality issues. But this may deter teachers from
             participating because of the amount of time required.
            Communication: In our PD activities, the teachers and students have typically been
             asked to provide their feedback by annotating printouts of the online labs and apps
             of interest or by inputting their comments (textual or graphical) into a dedicated
             online tool called PDot (Participatory Design Online Tool) [4]. During our
             workshops we could observe a wide spectrum of the participants’ attitudes and
             behaviours. Some of them have been on the ‘cold’ end, necessitating more
             encouragement and “pushes” from a researcher to share their comments on the
             online labs, apps and online lessons whereas others, once they had become
             comfortable with the situation, have engaged enthusiastically in the tasks given.
             Interestingly, some of the teacher and student participants tend to communicate their
             feedback directly to the researchers present in the PD study opposed to the tools



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               provided to give feedback. One plausible explanation for this tendency is that these
               participants may want to ensure that their voices have been heard (this basically
               aligns with the philosophy of PD) and to seek direct recognition of their
               contributions. Another explanation is that some participants simply prefer the
               modality of audio input.


           4       Implications for Resolutions

           Based on the practical experiences gained from designing and conducting the PD
           studies in the Go-Lab project, we have come up with some possible resolutions to
           address the aforementioned challenges of engaging participants:

            Convincing teacher participants with mutual benefits of participation: As
             mentioned, a common but rather ineffective approach is to use the argument “your
             input is valuable”. Instead of emphasizing on one-way contribution, a “give-and-
             take” strategy may work better. In the context of Go-Lab, the teacher participants
             are offered the possibility of creating their own online lessons to address specific
             needs of their students with the use of the online labs and apps available in the portal.
             Our “bargaining token” can be asking the teachers to provide improvement
             suggestions on the resources that they would need for the creation of their online
             lessons. In return, the HCI researchers provide the support for such a creation
             process. Apparently, this mutual benefit model only works if the teacher participants
             are keen to create online lessons. Furthermore, integrating such “give-and-take” PD
             studies as a part of teachers CPD (continuous professional development) programme
             can also be a useful strategy to make them more attractive for teachers to participate.
            Re-engaging participants through presenting changes: According to the notion of
             problem ownership [5] in the sense of group problem-solving, people are motivated
             to contribute to resolving a problem if they feel responsible for it and their effort in
             improving it can really make a difference. Hence, it is relevant to demonstrate to the
             participants of our PD studies that the feedback they have given on the previous
             version of the online learning resources do have real impacts on their redesign. The
             traceability of comments can be supported with the use of a software tool like PDot
             [4], which allows the participants to retrieve feedback associated with the digital
             artefact of interest (Fig. 2 showing PDot). In addition, PDot enables continuous
             interaction between participants and developers/researchers by supporting
             consecutive evaluations in the same environment. These features can facilitate the
             creation of a sense of problem ownership in the participants, who would then be
             more willing to continue participating in subsequent PD and other evaluation work.
            Convincing student participants with a bigger picture of participation: As
             mentioned earlier, students got involved in the PD studies through their teachers.
             While the students could be exempted from taking part in the studies, none of them
             have opted out. However, their opting-in did not necessarily imply that they were
             engaged in providing feedback. In fact, their motivational level varied and
             influenced the quality of the feedback. To enhance the students’ motivation, one can
             highlight the role of the HCI researchers in creating and ensuring the quality of



                                                         46



Proc. of Fourth International Workshop on Cultures of Participation in the Digital Age - CoPDA 2016
Gothenburg (Sweden), October 23, 2016 (published at http://ceur-ws.org).
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             computing technologies. The PD experience the students gained can give them
             practical information to consider a possible future career in Informatics.
            Augmenting the modality of participation: For traditional PD approaches, feedback
             capture is primarily paper-based where textual description and sketching are the
             main data types. In recent years, the use of software tools to support PD work has
             increased [6], but the input modalities remain largely the same. Nevertheless, given
             the observation that some of our PD participants prefer voicing (literally) their
             opinions, we propose augmenting the modality to support audio input. With the
             increasing sophistication of speech-to-text technologies, this possibility is viable.
             Besides altering the modalities one could also aim to make the use of existing
             modalities more “fun”. A viable approach to possibly achieve this, which has been
             used successfully in other areas than PD, would be gamifying the PD activities [7].
             Through the motivational power of game elements, participants could be encouraged
             to give more feedback and do so repeatedly, once they have initially been convinced
             to give it a try.




           Fig. 2. Screenshot of PDot with three main areas: ❶ Functionality to specify feedback, ❷
           Instructions for the participants and ❸ Prototype to evaluate with feedback.


           5      Concluding Remarks

           How can Participatory Design be conducted without participants? This sounds like a
           conundrum. Clearly, PD needs participants. The main challenge lies in how HCI
           researchers can engage participants in PD activities and make such activities enjoyable
           as well as meaningful to them. This challenge is especially acute when different target
           groups with different needs are involved. In the above descriptions, we have discussed
           some strategies such as the use of an online tool to enable feedback tracking. Other
           promising approaches to be explored to improve the experience of PD participation are
           audio input and gamification. This will be a research agenda of our future work to make
           participants want to take part in PD rather than have to.




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           Acknowledgements. This work was partially funded by the European Union in the
           context of the Go-Lab project (Grant Agreement no. 317601) under the Information
           and Communication Technologies (ICT) theme of the 7th Framework Programme for
           R&D (FP7). This document does not represent the opinion of the European Union, and
           the European Union is not responsible for any use that might be made of its content.


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