How the Web 2.0 tools in higher education classrooms affects students’ experience of learning.

Background and Rationale

With the continuous development of the education market, technology has become an essential part of the educational environment, and some studies show that combining technology tools and teaching activities can improve the quality of education and learner experience to a certain extent (Sarker et al., 2019). In higher education classrooms, many electronic tools are widely used in teaching activities, and Web 2.0 tools are one of the most commonly used tools (Bond and Bedenlier, 2019). Many scholars have researched the application of Web 2.0 tools in education from different perspectives. However, not many studies have been foucused on the affect of Web 2.0 tools on students' emotions and personal experiences (Lai and Bower, 2019). My research on the effects of Web 2.0 tools in higher education classrooms on students' individual learning experiences aims to fill this gap to some extent.

In addition, as an undergraduate student, I often use Web 2.0 tools such as Padlet or Mentimeter in-class activities for group discussion or creative knowledge creation. My personal experience is mixed. Therefore, with this research, I aimed to discover the exact impact of Web 2.0 tools on my learning experience and delve into the underlying rationales.

Literature Review

In the past few decades, the amount, depth, and breadth of research in education technology have increased with the development of science and technology. Researchers in this field also focus on various topics (Lai and Bower, 2019). From the perspective of learners, researchers explore the impact of educational technology on emotions, behavioral patterns, and interactions (Heckel and Ringeisen, 2019; Pursel et al., 2016; Joksimovi et al., 2015), from the perspective of pedagogy, researchers explore how to integrate learning design and teaching methods into educational technology (Garzon and Bautista, 2018), and from the standpoint of technology itself, researchers examine the characteristics of different teaching technologies, different ways of using technology and the impact of institutions and policies on technology (Wu, 2016; Laurillard et al., 2011; Porter and Graham, 2015). In addition, some scholars are critical of the existing educational technology research. They believe that the current research focuses too much on the development of science and technology, constantly designing and improving learning technology, and needs to consider whether these studies' results can be applied in large-scale educational practice (Selwyn, 2010). According to Selwyn (2007), the application of educational technology in universities has always been marginal. Although digital technology is strongly promoted in universities, the use of educational technology by students and teachers remains superficial due to the limitations of assessment methods and educational systems. Addressing this problem requires consideration of broader cultural, political, and economic factors. Since this is not the main focus of this proposal, I will not elaborate extensively at this point.

In a wide range of educational technology research from the learner's perspective, the two most concerned topics are learning and emotion. Studies on learning include quantitative analysis of the impact of educational technology on learning outcomes (Chan and Leung, 2014), improvement of knowledge acquisition through game-based education (Haan and Voort, 2018), and help virtual simulation technology improve learning skills (Jensen and Konradsen, 2017). Studies on emotion include students' satisfaction with the use of educational technology in the classroom (Bernard et al., 2009), the impact of interactive technology on learner motivation (Papastergiou, 2009), and learners' attitudes toward educational technology tools (Guo et al., 2015). This is also the part that this study will focus on: the impact of the application of educational technology tools in the classroom on the student learning experience, such as satisfaction, learning attitudes and engagement.

As mentioned above, different studies have explored different types and emphases of educational technology. This study focuses on expression technologies, which use digital tools to allow users to create and share content online in a wide variety of forms, including text, video, and images, allowing users to share their content with their peers. Expression technology enables students to express and communicate more freely and creatively (Shehata et al., 2023), and the carrier of expression technology in teaching is usually Web 2.0 digital tools.

The term Web 2.0 was first used in 2004 to refer to the second generation of internet services, emphasizing collaboration and communication on online platforms (Collis and Moonen, 2008). Common Web 2.0 tools include blogs, wikis, and Google Docs. These tools have two notable features, and the first feature is the low barrier to use. Usually, anyone with electronic access and basic knowledge of electronic products can output content online. The second feature is its attributes of social sharing. Users can interact with others through comments and collaborate to edit the same content. They can also post information to social media for public discussion or customize the scope of sharing information (Rosen and Nelson, 2008). Web 2.0 tools are also widely used in the classroom. The low threshold of use of this tool makes it easy for students to participate in the process of knowledge creation. Its attributes of collaboration enable students to share their views while seeing the content output by their classmates, interact with each other, or cooperate as a group. At the same time, teachers can also see the content all students share and give immediate feedback (Bond and Bedenlier, 2019). Web 2.0 tools commonly used in teaching activities include Flickr, Mentimeter, and Padlet (Bennett et al., 2012).

Due to space constraints, this proposal cannot cover all the Web 2.0 tools mentioned above. I will briefly introduce Padlet in the following paragraph, along with some past studies that have inspired this research.

Padlet is an online collaboration platform like a virtual pad that allows users to freely arrange and edit different forms of content, including text, images, links, and videos, providing users with a collective, interactive space for sharing informationMany scholars have conducted in-depth research on the application of Padlet in education. DeWitt, Alias and Siraj (2015) collected college students' views on Padlet's interactivity and communication when debating with PADLET through questionnaires. Boateng and Nyamekye (2022) explored high school teachers' attitudes toward Padlet and its impact on student's academic performance through questionnaires and interviews. Affendi et al. (2020) also employed a mixed-methods approach, using both quantitative and qualitative research methods; their research found that primary school students learning ability and cognitive function increased after using Padlet. Through focus group interviews, Dianati et al. (2020) explored college students' feelings about Padlet in different scenarios. They found that although Padlet was very useful in collaborative tasks, it could not handle too much content simultaneously. In addition, studies have also proved that Padlet could be better in interactive functions such as message notification, and students often delay receiving teachers' feedback on Padlet, which reduces their satisfaction with Padlet (Deni and Zainal, 2018; Musayaroh, 2022; Harris, 2017).

It is worth noticing that the studies of Padlet cover different levels of education, including elementary, secondary and higher education institutions. These studies' specific content and focus are adjusted for varying levels of education. As this study focuses on Padlet in higher education, its research and analysis will be tailored to fit students' technical abilities and learning goals in higher education institutions.

Research Question

1. Which classroom activities of higher education institutions does Padlet participate in

2. What are the influences of Padlet on the higher education classroom?

3. What is the learning experience of the learners with Padlet in the higher education classroom?

Methodology

The research method of this study is qualitative research, and I will use semi-structured interviews to collect data. I plan to interview 5-7 current UCL adult students, and the interview is expected to last 30-60 minutes. I use interviews to collect data because considering that the main focus of my research question is on students' personal experiences, semi-structured interviews can help me gather more detailed and personalized data (Seidman, 2019).

I will use thematic analysis to analyze the qualitative data I collected through interviews. I identified specific themes in my interviews and analyzed them to determine the impact of Padlet on students' learning experiences. Based on previous research, possible themes include: Padlet and group work, collaborative activities, sharing, motivation, willingness to participate, and more themes related to students' personal feelings that may come up later.

Analysis

I will conduct the research under the guidance of BERA's specification (2018). The participants in my study were adults, so I was able to circumvent some sensitive ethical issues. Since I will conduct one-on-one interviews with participants, anonymity does not fully apply to this study. However, I will ensure the confidentiality of the participant's personal information, and there will be no content related to their personal information in my research report to prevent people from identifying them based on the content of the interview. They also have the right to stop the interview and withdraw from the research at anytime.

Ethics

18/12/23 Ethics

27/12/23 Background and Rationale

08/01/24 Literature review

04/03/24 Conduct interviews

27/03/24 Findings and Analysis

03/04/24 Conclusion

Timetable