Exploring student preferences with regards to the use of active
Transcription
Exploring student preferences with regards to the use of active
Exploring student preferences with regards to the use of active learning strategies: An Educational Design-based Research study conducted at CTI Bloemfontein Research report submitted for the Research and Development Seminar conducted in May 2015 Compiled by Lee-Anne Reineke Contents 1 Introduction ................................................................................................... 4 1.1 Background .............................................................................................. 4 1.2 Problem Statement.................................................................................... 6 1.3 Research Aim and Objectives ...................................................................... 8 1.3.1 Purpose/Aim of the Research ................................................................ 8 1.3.2 Research objectives ............................................................................. 8 1.3.3 Scope, limitations and exclusions ........................................................... 9 1.3.4 Significance of the research .................................................................. 9 1.4 Key theoretical concepts .......................................................................... 10 1.4.1 Quality Enhancement ......................................................................... 10 1.4.2 21st century learning ......................................................................... 10 1.4.3 Role-play .......................................................................................... 11 1.4.4 Module name and topic covered in this report ....................................... 12 1.5 Research design and methodology ............................................................ 12 1.5.1 Research design – Design-based Research (DBR)................................... 12 1.5.2 Research methodology........................................................................ 13 1.5.3 Population ........................................................................................ 14 1.5.4 Data collection method ....................................................................... 14 2 Literature Review .......................................................................................... 15 3 Data Collection ............................................................................................. 17 4 3.1 Primary data collection instrument ............................................................ 17 3.2 Distribution ............................................................................................ 18 Data analysis and findings .............................................................................. 19 4.1 Students’ feelings towards and preferences regarding three different teaching strategies: ...................................................................................... 19 4.2 Students’ understanding of theoretical concept ................................... 20 4.3 Students’ reflection on their own learning style ................................... 21 4.4 Students’ feedback regarding the use of role-play as teaching strategy 22 4.5 Factors contributing towards student motivation and how it influenced their participation and learning during the role-play activity........................ 24 5 Conclusions and Recommendations .................................................................. 27 6 References ................................................................................................... 28 List of figures: Figure 1: Students’ feelings towards different teaching strategies ............................ 19 Figure 2: Students’ preferences towards different teaching strategies ....................... 20 Figure 3: Students’ understanding of theoretical concept ......................................... 21 Figure 4: Students’ reflection on their own learning style ........................................ 21 Figure 5: Students feeling towards role-play activities............................................. 22 Figure 6: Students’ feedback regarding peer-evaluation .......................................... 23 Figure 7: What students enjoyed most about the role-play activit............................. 23 Figure 8: Students stating whether role-play should be included more often in modules ........................................................................................................................ 24 Figure 9: Students’ level of attention during the role-play activity ............................ 25 Figure 10: Relevancy of role-play towards career preparation .................................. 25 Figure 11: Confident levels of explaining the theory after participating in a role-play activity.............................................................................................................. 26 Figure 12: Level of satisfaction with reference to what has been learned about interviews by means of role-play .......................................................................... 26 1 Introduction 1.1 Background This paper reports on the findings of a research project that was undertaken to investigate whether role play, an active learning method, is an effective strategy to enhance the quality of student learning. Bassendowski and Petrucka (2013) asked the following question in their article: “Are 20th century methods of teaching applicable in the 21st century?” The authors subsequently indicated that the tendency of students to passively absorb information from a lecturer who is standing in front of a class, often behind a podium, is not a true reflection of the requirements that higher education (HE) has to meet in the world today. Higher education institutions of the 21st century should focus on preparing students not only academically, but also professionally, by placing some emphasis on vocational learning as well. Sufficient attention should be paid to equipping of students with the required skills to become lifelong learners. Students should also be able to adapt successfully to new situations and respond better to changed circumstances (McClaughlan & Kirkpatrick, 2004,). Attributes such as these are becoming crucial for employees of choice in the 21st century. According to Lumpkin et al (2015), there is a paradigm shift from lecture-based courses to more interactive classes where student-centered learning activities are included. Traditional lecturing remains the main instructional method used in most HE lecture rooms (Lom, 2012) and can be effective in presenting and synthesizing information, particularly when classes are large, information is complex and lecturing conforms to the policy of universities due to the availability of time and space. However lecturing should not be the sole instructional approach used in teaching today. There is a growing affluence of evidence of the positive influence that active engagement has on student learning, critical thinking and the understanding of theoretical concepts (Bonwell & Elson, 1991) (Komarraju & Karau, 2008) (Machemer & Crawford, 2007). As educators we have access to different tools enabling us to construct learning experiences that will actively and meaningfully engage our students and involve them into module content. Active, engaged learning can be achieved through making use of an array of teaching strategies such as the use of case studies, problem-based learning, enquiry-based learning as well as a blend of role-play and simulations (McClaughlan & Kirkpatrick, 2004,). The need for workplace-ready students, and therefore an education system that support the development of the necessary skills, is also a reality in South Africa. However, after reading a document published by the Council on Higher Education (CHE) in South-Africa: “Framework for institutional Quality enhancement in the second period of quality assurance” (2014), I realized that we have major problems concerning the quality of our educational system. According to the mentioned document “… higher education has a vital role to play in contributing to the reconstruction and development of all aspects of South African society.” Higher education in South Africa is however failing in its basic mission, which is to produce the number and type of graduates required to reconstruct and develop our society. The 4 reason for this is that only 18% of 20 to 24 year-olds are enrolled in higher education, and almost 50% of these students become drop-outs resulting in no qualification obtained. The responsibility now lies with all role-players involved in higher education to rectify the mistakes of the past. Based on these and other statistics, the CHE in South-Africa launched its new Quality Enhancement Project (QEP). The aim of the QEP is to eventually enhance all aspects of teaching and learning in order to improve student success which they define as: “Enhanced student learning with a view to increasing the number of graduates with attributes that are personally, professionally and socially valuable.” (Council on Higher Education, 2014). Learning facilitators (educators) need to be more flexible, adaptable and creative in the way they approach students in order to improve the quality of teaching and the students’ subsequent learning. At CTI, several actions have been taken over the last few years to enhance the quality of our students’ learning. By providing students with tablets with e books, we illustrated our belief that the integration of technology can contribute towards enhancing the quality of student learning. Technology enhanced learning should support 21st century learning and requires the use of strategies such as active participation, collaboration, authentic learning as well as creativity and innovation. These topics are addressed in our professional development interventions for lecturers. Lecturers are also equipped in more theoretical aspects of education such as the implementation of Bloom’s taxonomy in assessments. CTI also make use of a Learning Management System (LMS) called e-active, which enables lecturers in the first place, to effectively distribute additional information such as interesting articles and video clips. Students can also share information by posting recordings of their own videos and presentations on current issues surrounding the relevant content. The LMS secondly serves as a platform for lecturers to create learning activities that makes the much needed active engagement possible. Examples of these include forums discussions. One type of active learning strategy which I, as a lecturer of Commerce modules found to be effective, especially in the human resource modules I teach, is the use of role-play activities. The module I therefore have chosen to conduct a micro-research project on is Human Resource management. I have lectured this module for the past 3 years. Since Human Resource Management (HRM) is my area of expertise I felt comfortable with all the concepts and ready to try strategies other than just traditional lectures. Although this module has ample practical application in the world of work, the approach is mostly theoretical, with many theories and concepts forming the foundation of the course content. Therefore most students find it boring and repetitive. To further add to the already theoretical laden content the amount of work to be covered in one semester is vast in comparison to other modules. I therefore found it imperative to find alternative ways to get students actively involved in module content. I mostly do this by asking rhetorical questions in class or by having heated debates on current HR or labour relation issues in South-Africa to encourage students to engage in the concepts being discussed on the day. But most of all I try to get students involved by providing them with the opportunity to practically apply what they have learnt or what has been lectured to them through traditional teaching methods such as PowerPoint presentations. 5 Here follows an explanation on how I tried to encourage active engagement by the students: 1. After completing the unit on “Recruitment” students had to design their own “Job advertisement”. Here is what the instruction entailed: “You are a HR practitioner at any organisation of your choice (Please specify the selected organisation on your advertisement). Choose any position/vacancy of your choice that has become available in the specific organisation and design an effective advertisement for this position. Once completed, upload your advertisement on to e-Active for assessment.” A rubric was provided which highlighted the most important elements of an “effective advertisement”. Students enjoyed the activity and when reflecting on their test marks on a similar type of question in their semester test, I can almost with certainty say that this exercise assisted them in preparing for a practical question like that in a test of examination. 2. Students had to participate in a role-play activity in which they had to prepare and act out the different types of interviews used in practice. This is also the intervention I will be elaborating on throughout this report. What was the significance of the roleplay activity? Students had to know how to structure an interview, develop different types of interview questions as specified in their guide. The interview questions had to be aligned to the type of position being interviewed for as well as circumstances of the interview. They also had to know when to ask what type of question, what the do’s and don’ts of an interview are etc. As I previously described, I used role-play before, but I have never before gathered tangible evidence of how the students feel about the use of this strategy. I therefore decided to conduct a Design-based Research (DBR) project to investigate student preferences with regards to the use of traditional as well as more practical lecturing methods. Since the aim of design-based research is to design and support learning interventions while studying specific types of learning (Hoadley, 2003), I am of the opinion that it is an appropriate choice of research design for my investigation. I will discuss the research design and the investigation in more detail later in this paper. 1.2 Problem Statement I found that students often only know the theory of a concept but are unable to apply it to real life situations. This is prevalent in lower marks attained in assignment questions testing higher order thinking skills (Blooms Taxonomy) compared to questions assessing knowledge and understanding. For example: Students do not know how to set their own interview questions according to the different types of interviews and type of interview questions. To reiterate what I have stated in the background regarding the issues surrounding the HR module – students find it tedious to sit in the class room and listen to all the different steps involved in the employment process which is “Recruitment and Selection”. They want to have the opportunity to get involved in all the steps from creating a job advertisement, placing it, getting in contact with different recruitment agencies, arranging an interview and finally, conducting the interview. They also want to understand the practical elements of all the other selection tools available to employers throughout the employment process. In short: students need to know how to apply what they have learnt, practically. They therefore need to have the opportunity to not only “remember” (a Lower Order Thinking 6 Skill) the theory, but to also be able to “apply” their understanding of the theory through active learning during which they collaborate with peers and at the same time learn from each other. In summary: It is crucial for students to be equipped with real life skills, since employers require more from graduates than mere theoretical knowledge of the specific industry (Adams, 2014) where they are employed. Industry requires well rounded individuals with the practical know how of what the job entails. In Adams’ (2014) article “The top 10 skills employer most want in 2015 graduates” published on the Forbes website, she listed the most important skills that employers are looking for in young graduates. Employers want employees who have the: 1. Ability to work in a team structure 2. Ability to make decisions and solve problems 3. Ability to communicate verbally with people inside and outside an organization 4. Ability to plan, organize and prioritize work 5. Ability to obtain and process information 6. Ability to analyze quantitative data 7. Technical knowledge related to the job 8. Proficiency with computer software programs 9. Ability to create and/or edit written reports 10. Ability to sell and influence others These skills are closely related to what the contributors of the web site “Partnership for 21st Century Skills” (Anon., 2011)refers to as skills needed to prepare students for the world of work in the 21st Century today. Some of these skills include: creativity and innovation, critical thinking and problem solving, and communication and collaboration. These are the learning innovation skills needed to prepare students in becoming employable individuals. Knowledge of my students, as well as what employers will require of them when they apply for positions, helped me to formulate the following research question: “Can the use of active learning strategies such as role play contribute towards authentic learning and enhance the quality of student learning and experience?” 7 1.3 Research Aim and Objectives 1.3.1 Purpose/Aim of the Research The aim of this research project was to investigate student preferences regarding strategies such as active participation, collaboration, and role-play and the possible effect it might have on the quality of their learning. I have previously conducted interventions to enhance the quality of learning as well as the results of students, but have never asked students to reflect on the different type of teaching methods used, to convey the theory. I therefore did not have any tangible evidence to conclude whether alternative ways of teaching a certain concept was more successful than traditional methods. The module where I previously investigated the use of active participation is Human Resource Development (HRDV). One of the crucial elements of the module which forms the foundation for the rest of the course content are the different learning theories which have to be considered when designing and developing a training program. Since I have also lectured this module for two years, I had found that students experienced difficulty in grasping and distinguishing between the different types of theories. I then tried the flipped classroom approach. This is what I did: • • I provided the students with YouTube videos explaining the different learning theories. They were then divided into groups each with the task of doing further research on their specific learning theory assigned to their group as well as creating a power point presentation to be presented in class. Students had to present the theories to their peers on which they also had to be prepared to answer any question posed to them by the audience. These presentations were also evaluated by their peers and discussed afterwards. After the presentations I asked the students whether they enjoyed the exercise and whether they felt that having had to do research on their own as well as prepare a presentation and present it to their peers assisted in a better understanding of the different theories – to which the answer was yes. But as stated above I unfortunately never collected any tangible evidence to prove their preferences or academic results. 1.3.2 Research objectives In order to fulfill the aim of my research, stated above, I divided it into the following objectives • • • To expose students to various teaching strategies during a learning intervention (traditional lecturing with the use of presentation slides, showing YouTube videos and lastly making use of role-play activity) To encourage students to think about, reflect and provide feedback on the learning that took place during this intervention To interpret the feedback received from the students in order to determine their preferences with regards to the strategies 8 1.3.3 Scope, limitations and exclusions Since this is the first time that I documented a learning intervention and gathered evidence, it can either be considered to be a “micro research project” or the first of possibly more interventions that can form part of a bigger DBR project. There is still plenty of scope for further research regarding the use of various active participative learning strategies to be used as well as student preferences towards the various strategies used to encourage participation and collaboration. During this specific intervention there were a few limitations which possibly had an influence on the final results: • • • Connectivity issues – after the first teaching method was applied (traditional lecturing) students had to complete a quiz on e-active (LMS). At first there was an issue with the time setting on the server and thereafter some students experienced difficulty moving from the one question to the next due to the WIFI being slow. Time constraints – since it was difficult to estimate the exact time needed for the intervention we allocated four hours for it, which at the end was still not quite enough time to complete the intervention. I would have liked all students to complete the feedback survey directly after the intervention took place but since the intervention was scheduled in the second half of the day it lead to some students having to leave earlier and not completing the feedback survey as well as being rushed while completing both the quiz and feedback survey which formed part of the intervention. Student concentration – although refreshments were provided as well as short breaks, some students were lacking concentration toward the end of the intervention, due to the length of the period. 1.3.4 Significance of the research The overall significance of this research would be to raise awareness of the importance of active engagement of students by making use of different learning tools/strategies in order to enhance student learning and experience. The significance of this study can be described from three perspectives: Significance for student: To determine whether students need the opportunity to practically apply theory in class, be it through working out case studies, problem solving exercises, discussions, debates, role-play or presentations as well as their preference towards these type of approaches. Through role-play students had the opportunity to imitate a real life situation. This enhances soft skills such as social problem-solving skills, active-listening skills and even demonstrating emotional empathy towards others (Raoa & Stupans, 2012,) This will equip them with some essential real life skills such as improved writing, listing, problem solving, interpersonal skills etc. 9 Significance for me as the lecturer: As lecturer I will have the opportunity to investigate whether active learning strategies really contribute towards enhanced learning and improved academic results, as well whether students find it valuable and enjoyable. Through these interventions I as lecturer will also have the opportunity to broaden my knowledge on different types of teaching methods which will contribute towards my overall teaching capability. Significance for CTI as an educational institution: The aim of Design-based research, as mentioned in the introduction, is to collaborate and share. The geographical dispersion of the 12 CTI campuses across South-Africa could make it difficult to maintain the same standard of teaching throughout. One of the obvious reasons for this would be that on some of the smaller campuses lecturers are lecturing four to five modules during one semester, of which they are not necessarily experts in. Therefore this study can be of great value to other campuses and lecturers by sharing the success story of this intervention or any other intervention conducted. 1.4 Key theoretical concepts The following key concepts were addressed in the course of this research project: 1.4.1 Quality Enhancement • • With reference to the quality enhancement project (QEP) launched by the Council on Higher Education on South-Africa, the council refers to a quality enhancement framework as, “focusing on deliberate, continuous, systematic and measurable improvement.” (Council on Higher Education, 2014) The council therefore aim at attaining measurable improvement in the quality of our graduates in South-Africa. Furthermore the United Kingdom’s Quality Assurance Agency (QAA) defines quality enhancement as “the process of taking deliberate steps at institutional level to improve the quality of learning opportunities.” In short the aim of the QEP is to: o Improve the quality of undergraduate educational provision; o Improve the amount of quality graduates; o Develop a higher education system which will constantly be refining as associates of the higher education community in their collaboration to share good practices and that is improving continuously as members of the higher education community and resolve problems shared by all. 1.4.2 21st century learning As mentioned in the introduction there is a paradigm shift from lecture-based courses to more interactive classes where student-centered learning activities are included (Lumpkin, et al., 2015) . Along with the importance of technology as well as the speed at which changes in technology are occurring it is crucial for learners to display critical thinking skills, be flexible and have the necessary skills of being innovative, productive and accountable in insuring they stay competitive in the labour market. It becomes the 10 responsibility of the lecturer to provide for these experiences (Donovan & Green, 2014). In short, this is what most authors are referring to as “21st Century learning”. The term 21st Century learning is also often substituted with the term 21st century skills (these terms are used interchangeably). 21st Century skills refer to skills such as: critical thinking and problem solving, communication and collaboration and creativity and innovation which are all contributing factor to preparing learners for the world of work today (Partnership for 21st Century Skills contributors, Anon., 2011) The two theoretical concepts of 21st century learning that I am focusing on in the report are Collaboration and Authentic learning Collaboration: Donovan, Green and Mason (2014) describe collaboration as “students’ ability to demonstrate working in diverse teams effectively and respectfully.” They further note that student need to willing participate in achieving a common goal as well as being able to adapt to the different circumstances and take on shared responsibilities by working together and valuing each other’s contributions as team members. Authentic learning: Reeves and McKenny (2013) refers to authentic learning as “the notion of learning knowledge and skills in contexts that reflect the way the knowledge will be useful in real life”. Professor Jan Herrington stated that “Authentic learning offers a powerful alternative approach that is not only engaging for students, but offers opportunities for students to acquire deep understanding of underlying constructs and to practice thinking in the way that an expert thinks” (Herrington, 2009 ). Therefore one can say that authentic learning is a required skill for the 21st century. With reference to the intervention I performed by using role-play as an active learning strategy to educate students on selection interviews, the following can be said: Students will be going for interviews themselves one day; they might have to interview other people one day, therefore it is a real life skill that they need to explore through practice and research. By watching YouTube videos on what to do and not to do, how to prepare for certain questions when going for an interview as well as what type of question to ask for certain positions etc. Students also had to act out these concepts in a real life situation by performing an interview in class which was evaluated by their peers. All of this was explored in my intervention. 1.4.3 Role-play Role-play is defined by the Oxford dictionary as: “The acting out of the part of a particular person or character, for example as a technique in training or psychotherapy. Specific guidelines need to be followed for role playing to be effective”. Kiger (2004) defines roleplay as, “an experiential learning technique with learners acting out roles in case scenarios to provide targeted practice and feedback to train skills” With reference to role-paly as an active learning strategy to explain module content, it has been accepted that motivation is important for learning to take place and that the “roleplay activity” by itself may not necessarily enhance student learning. Students therefore need to be motivated as well. The ARCS model has generally been used to develop, design and evaluate motivation strategies (Keller, 1987). The ARCS Model of Motivational Design was developed by John Keller during a process of seeking ways in which the learning process could be supplemented by motivation. The acronym stands for: Attention, Relevance, Confidence, and Satisfaction. This model may therefore be used to ensure 11 student motivation by gaining their attention and ensuring relevance of the tasks and content, when making use of role-play activities. 1.4.4 Module name and topic covered in this report Human Resource Management: Geyer (2013) defines Human resource management as “a comprehensive set of managerial practices and activities concerned with developing and maintaining a qualified workforce (i.e. qualified human resources), in ways that support organisational objectives and contribute to organisational effectiveness.” Selection interview: Is an effective and widely used selection tool used by organisations and employers to determine the future success of applicants applying for a position (Geyer, 2013). Every person who will be applying for a vacancy at an organisaiton will have to undergo an interview, therefore understanding the importance of all the aspects concerned with selection interviews as well as the necessary skills required to undergo and conduct an interview effectively are imperative for students who will soon form part of the labour market when starting to apply for jobs. 1.5 Research design and methodology 1.5.1 Research design – Design-based Research (DBR) According to The Design-Based Research Collective authors (Hoadley, 2003) “DBR, blends practical educational research with the theory about the design of learning environments”. This type of research is therefore valuable to improve understanding of how, when and why educational innovations work in practice. DBR can therefore contribute towards creating and extending the knowledge innovation in education. The purpose of DBR is to design and support learning opportunities while studying, particular types of learning in a specific context. During this process problems can be explored or new, inventive ways to enhance learning can be discovered. DBR takes place in a normal educational situations such as lectures and can therefore never be randomly put into practice, but should always be carefully planned. All actions that take place during the intervention should benefit the participants at all times. A research project utilising this design usually consists of successive interventions. The researcher actively steps into the learning situation, observe the learning that takes place and adapts the approach for subsequent interventions if necessary. The approach is therefore flexible. Based on all of the above I chose to conduct a Design-based research project. In this Design-based research project, I used different types of instructional methods; lecturing, YouTube videos and role-play, to determine the student preferences regarding the use of active learning strategies. The learning intervention described in this research report, can be seen as one such intervention, and can be followed by more. The research was conducted in a normal educational environment (a scheduled COHR111 class on their timetable, although it was an extended class for that day to accommodate 12 the intervention). It was comprehensive since I conducted it with the entire COHR111 class which included all students present that day. 1.5.2 Research methodology As described above, the purpose of this research project was to determine whether the use of active participation strategies contributed towards improving the quality of student learning. I defined the following objectives to fulfill my aim and will therefore describe my methodology according to the objectives: Objective 1: To expose students to various teaching strategies during a learning intervention (traditional lecturing with the use of presentation slides, showing YouTube videos and lastly making use of role-play activity) • • • • • I first made use of traditional lecturing methods such as a PowerPoint presentation, in which I covered all the content concerning selection interviews. The theory and different concept were explained and practical examples were given as well as questions asked to students to ensure their understanding of the concepts and theory. Thereafter the students had to complete a quiz consisting of ten questions covering the work we had just completed. The quiz consisted of various types of questions including true and false, multiple choice, matching a description to concept as well as two short paragraph questions. After the first quiz attempt, I showed some YouTube videos related to types of interview questions, types of interviews, good first impressions at interviews, interviews do’s and don’ts, interview tips and 10 top job interview questions respectively. We then had some discussions on why some of the points are important and how it could benefit the students in real life. The students then had to complete the same quiz again for the second time. After that I instructed the students to divide up into four groups and allocated each of the groups a specific type of interview which they had to explain to the class by making use of role-play. The role-play activity had to include the following: Students had to choose any South-African company which have a specific vacancy available that an interview had to be conducted for. Students therefore had to know how to structure an interview (beginning, middle and end), include the various types of interview questions discussed in the course-book, touch on the do’s and don’ts of an interview as well as illustrate the type of interview allocated to them by means of the set-up and structure of the interview. The students had 45 minutes in which to prepare for the role-play activity. They could make use of the internet to do research on how to develop good interview questions, what type of question to ask for a specific type of vacancy etc. They could also refer back to the videos that were shown in class on the day (videos were available on their e-Active course page) as well as the course book. Students could also ask me for advice since I was present throughout the whole process. Once completed students had to perform their role-play in class and were also evaluated by their peers by use of a rubric (Appendix 3) I developed. Each of the “interviews” were recorded for reflection afterwards. After all the groups completed their role-play we reflected on each groups interview by going through the peer evaluation rubric completed for each group. Constructive feedback was provided by both myself and the students. We pointed out what went well as well as areas of improvement for each group. After the feedback session the students were instructed to complete the quiz for the third and final time. 13 Objective 2: To encourage students to think about, reflect and provide feedback on the learning that took place during this intervention • Throughout the entire intervention I reminded the students that the aim of the research was to determine which teaching method they found most valuable. I reminded them about the aim before and after each intervention took place. I wanted the students to actively think about which teaching method they felt was most valuable concerning understanding and grasping the different elements of selection interviews as well as which method they enjoyed most. Objective 3: To interpret the feedback received from the students in order to determine their preferences with regards to the strategies • • I made use of both a quiz and a feedback survey in collecting data to determine the students’ preferences. The same quiz, as mentioned above, was completed three times by each student (this took place after each type of teaching method was completed). At the end of the lecture I asked students to voluntarily complete an anonymous feedback questionnaire on how they experienced the whole exercise. The responses to the questionnaire will form the basis of the research report and will therefore be discussed in more detail later on in the report. Initially I planned to use the results of the three quiz attempts of each student as part of my findings but later decided against it since I found it irrelevant to the main aim of the research project which is to explore their preferences. 1.5.3 Population The population involved in the research project was the first year Bachelor of Commerce students at the Bloemfontein Campus enrolled for the Human Resource Management Course. The sample was 14 of the 18 students who attended the lecture and provided feedback via a feedback survey uploaded to e-active. This was completed in class after the intervention took place. 1.5.4 Data collection method To capture data for this research project I used a quiz (a class test to assess the students’ knowledge at various stages during the lecture) and a feedback questionnaire (to determine the students’ feelings/preferences about the learning experience). The quiz consisted of 10 questions based on the theory covered in the class that day, which was “The Selection Interview”. The types of questions included in the quiz were: multiple choice, True and False, matching concept to description and two short paragraph questions. The same quiz was completed by the students on three occasions. At the end of the intervention/class I asked students to voluntarily complete an anonymous feedback questionnaire on how they experienced the whole exercise. The questionnaire will form the basis of the research report and will therefore be discussed in more detail later on in the report. I also asked three students to make a recording of how they experienced the entire intervention. A transcript of their recording will be included in Appendix 2. 14 2 Literature Review The current state of higher education no longer reflect the passive intake of information by students where lecturers present information and students just sit back and listen but rather portrays and image of the need for active involvement and engagement of students (Bassendowski & Petrucka, 2013) According to Basendowski and Petrucka (Bassendowski & Petrucka, 2013) in order for teaching and learning to move into the 21st century it is imperative for pedagogies to be reinvented. For this to happen educators need to transform their lecturing strategies from the more traditional methods of merely passing on information to students to more student-centered activities that encourage and enhance collaboration and student engagement. In support of this theory, one of the most important things that educational institutions can do today is to provide leaner-centered environments (Doyle, 2008). Although many academics claim that lecturing is still the most important tool to effectively deliver module content, especially when content is complex and classes are large, there is however more evidence confirming the momentous influence that active learning has on the students learning, understanding and critical thinking skills (Bonwell & Elson, 1991) (Komarraju & Karau, 2008) (Machemer & Crawford, 2007). Students in the 21st century are motivated by coming up with solutions for real-world problems. They want to be involved in their learning. This is prevalent in their preference towards doing rather than listening. This idea is described by Lombardi (2007) as authentic learning. So what is authentic learning you may ask? Lombardi defines it as “learning that typically focuses on real-world, complex problems and their solutions, using role-playing exercises, problem-based activities, case studies, and participation in virtual communities of practice.” Lombardi further stated that in order for students to stay competitive in the job market they firstly need to be flexible in dealing with uncertainty in the workplace as well as to adhere to the high standards set to them by the professional world. Students need to be well prepared in becoming employees of choice and an increased exposure to authentic activities can do just that. McLaughlan and Kirkpatrick (2004,) support Lombardi’s findings by stating that higher education in the 21st century is characterized by placing more emphasis on professional preparation and vocational training. This can only be attained by implementing authentic learning tasks. In order for educators to carefully design authentic tasks that would encourage active learning Reeves and McKenny (2013) have established ten characteristics to be used. Three of these characteristics stood out for me namely: activities to have real-world relevancy, opportunity to collaborate as well as to reflect afterwards. Two concepts regarding 21st Century learning and authentic learning that stand out for me is opportunities to collaborate and engaged active learning. According to Donovan, Green and Mason (2014) collaboration takes place when students are willingly working together towards a common goal while sharing responsibilities and making necessary compromises to ensure the outcome of a specific task is reached. Throughout this process of collaboration it is also important that students value each other’s inputs and suggestions. The importance of collaboration is reinforced by the fact that the professional world is 15 becoming more collaborative, therefore it is vital for students to be exposed to collaborative activities providing them with the much needed experience of working in groups or teams to develop effective teamwork skills (Fredrick, 2008). Further it is stated that student achievement, student attitudes and student retention is also improved by collaboration (Prince, 2004). When referring to engaged active learning, Prince (Prince, 2004), defines Active learning as “any instructional method that engages students in the learning process.” It requires that students think what they are doing while completing learning activities. Active learning also enhances critical thinking due to the fact that student are applying theory to realworld problems (Prince, 2004). Through reading, writing, talking and even acting out certain scenarios learners have the opportunity to solve real-life problems. Active learning also involves students in higher order thinking activities such as synthesis, analysis and evaluation (Bonwell & Elson, 1991). To summarise, active learning thus includes any activity that encourages students to participate in teaching approaches that are involving students with the module content which in turn enhances their critical thinking by giving them the opportunity to apply theory practically. With reference to active learning McLaughlan and Kirkpatrick (2004,) have identified the following teaching strategies that can be used to implement active engaged learning: problem-based learning, case studies, enquiry-based learning, collaborative learning as well as a blend of role-plays and simulations. Joyner and Young (2006) further stated that “Engaging students in role-play promotes active learning.” Role-play is defined as “an experiential learning technique with learners acting out roles in case scenarios to provide targeted practice and feedback to train skills” (Kiger, 2004). Role-play creates a platform in which student can mimic professional and interpersonal behaviours (Joyner & Young, 2006). As far as instructional methods go, role-play is most often used for the development of interpersonal skills (Holsbrink-Engels, 2001). Role play allows students to act out roles in different scenarios and appears to be used in an array of discipline areas to address learning across the psychomotor, effective and cognitive domains (Raoa & Stupans, 2012,). Through role-play participants have the opportunity to adopt a role for a specific purpose and to simulate what would happen in reality which allows them to learn more about the adopted role, the setting of the simulated situation and concerns that cause interdependence among the roles as the significance of their interactions within the role-play situation (McClaughlan & Kirkpatrick, 2004,). Peters (2010) stated that active learning strategies such as role-play definitely requires more time in the efficient transfer of knowledge to students to improving skills. Although there are time constraints when comparing active learning strategies to traditional teaching strategies, one has to weigh it off against the immense benefits that active learning strategies bare for students such as improved in-depth, long-term learning as well as developing new writing, coordination, collaboration, research and leadership skills (Paquette , 2012). It is based on the above that I chose role-play as an active learning strategy to investigate the possibility of enhanced student learning. Why did I specifically choose “selection interviews” as the subject matter to do my research on? Let me start by defining the concept selection interview. Dessler (2009) defines the employment interview (selection interview) as “a selection procedure designed to predict future job performance on the basis of applicants’ oral responses to oral inquiries”. According to Geyer (2013) the selection interview is the most popular and widely used selection tool 16 by employers across the world when appointing new employees. Since all our students will have to either attend or conduct an interview one day, I felt it an appropriate reallife skill students need to develop. This being the reason for my DBR project. 3 Data Collection 3.1 Primary data collection instrument I made use of a questionnaire to collect qualitative data regarding students’ preferences and perceptions on the use of strategies such as active participation, collaboration, and role-play and the possible effect it might have on the quality enhancement of their learning. The complete questionnaire showing the questions and possible responses, is included in Appendix A at the end of this report. Below I have grouped the questions into clusters to illustrate what the purpose of the questions was regarding the aim of the research. The aim of the first 4 questions was to establish the students’ feelings towards different teaching strategies without comparing them. The questions were formulated as follows: 1. I enjoy traditional lectures where the lecturer explains concepts and the students just listen 2. I enjoy watching YouTube videos where academic concepts are explained 3. I enjoy watching other students participate in activities such as role play to demonstrate academic concepts 4 I enjoy participating in activities such as role play to demonstrate my understanding of academic concepts With the next group of questions I wanted to establish which teaching strategies the students preferred above the others: 5 I would rather sit and listen to a lecture than watch YouTube videos where academic concepts are explained 6 I would rather just sit and listen to a lecture than participate in activities such as role play 7 I would rather watch YouTube videos explaining academic concepts than participate in activities such as role play The purpose of the following 4 questions was to test whether the students understood the concepts as presented by means of the different strategies at various stages during the lecture 8 I understood the concepts regarding interviews as they were explained by my lecturer 9 I understood the concepts regarding interviews as they were explained in the YouTube videos 17 10 I found it easy to understand the concepts regarding interviews as the other groups demonstrated it by means of role-pay 11 I found it easy to demonstrate my understanding of the concepts of selection interviews by means of role-pay The next question reflected on the students’ type of learning: 12. I think I learn best when …… • I listen to a lecture / I watch a YouTube video / I watch a role-play activity / I participate in a role play activity The next 5 questions investigated students’ attitudes towards role-play per se: 13. Select the statement regarding role-play activities that best describe your feelings 14. I enjoyed having the opportunity to evaluate the role- play of my peers 15. I found it very educational to evaluate my peer's role play 16. What I enjoyed most about today's role play activity was 17. I think that role play activities should be included more often in the modules that I am enrolled for The last 4 questions reflect on the ARCS model as mentioned earlier in the report (Raoa & Stupans, 2012,). The aim of these questions was to measure the motivation of students since motivation has an impact on the quality of learning: 18 How easy was it for you to pay attention during the role play activity today? 19. How relevant do you think role play activities are to prepare you for your future career? 20. How confident would you feel to demonstrate or explain different types of interviews and interview questions after today's role play activity? 21 How satisfied do you feel with what you have learned about interviews today by means of the role play activity? 3.2 Distribution Both the quiz and the feedback questionnaire was available on e-active, CTI’s LMS Page. All the students who were part of the sample were present in class and participated in the quiz. However only 14 of the 18 students present in the class completed the feedback survey. 18 4 Data analysis and findings In this section I will report on the data that I gathered in the form of the students’ responses to the questions of the feedback questionnaire. As I have mentioned in Section 3: Methodology, the questionnaire was completed in electronic format on e-active, CTI’s LMS. 14 of the 18 students, who attended the lecture, completed the feedback questionnaire. I downloaded the results from the LMS as an MS Excel spreadsheet and created the graphs to present the data visually. Below are the graphs as well as a short description and discussion of my interpretation of the results. 4.1 Students’ feelings towards and preferences regarding three different teaching strategies: The first two clusters of questions aimed to explore students’ feelings and preferences towards traditional lectures, the use of video clips as well as the use of role play, in general. Figure 1: Students’ feelings towards different teaching strategies Figure 1 illustrates that most students agreed to enjoying traditional lectures, watching other students participate in activities such as role play as well as participating in activities such as role-play to demonstrate academic concepts while less than half (43%) of the students did not like traditional lectures and active learning strategies like role-play to explain academic concepts. I am therefore of the opinion that although students enjoy traditional methods of teaching, they also enjoy collaborative learning strategies such as watching and participating in roleplay to enhance their learning. 19 Figure 2: Students’ preferences towards different teaching strategies Figure 2 illustrates that 57% of the students agreed to rather participate in active learning strategies like role-play than watch YouTube videos to understand academic concepts. 71% of the student would prefer to rather listen to a lecture than to participate in activities such as role-play and 50% of the students prefer not watching YouTube videos explaining academic concepts. I am therefore of the opinion that the majority of the students prefer traditional lecture to active learning strategies like role-play. However students have a greater preference towards active learning strategies like role-play than to watching You-Tube videos as methods to explain academic concepts. One can also conclude that students may have similar preference to both role-play and You-Tube videos since the percentages were so close (57% and 50% respectively). This may be due to different student learning styles; some students prefer to listen, other prefer to watch and other prefer to be actively involved by doing/practicing what they have learnt. 4.2 Students’ understanding of theoretical concept Questions 8 - 11 of the feedback questionnaire investigated if students understood the theoretical concepts during the specific intervention as it was delivered by means of the three different strategies used. 20 Figure 3: Students’ understanding of theoretical concept According to figure 3 the majority of students understood the concept regarding interviews best when it was explained by watching YouTube videos, the lecturer, watching other groups demonstrating it by means of role-play as well as when participating in a role-paly activity themselves (100%, 93%, 93% and 86% respectively) I therefore find that there is no sound proof of a preference in this regard and that it can once again be due to different learning styles of students. 4.3 Students’ reflection on their own learning style Question 12 required of students to think about their own learning and not just about the method that is used to transfer knowledge. Figure 4: Students’ reflection on their own learning style According to figure 4 the majority students learn best when either listening to a lecture (35%) or participating in an active learning strategy such as role-play (29%). Only a few 21 students felt they learnt best by watching YouTube videos and other students participating in a role-play activity (21% and 14% respectively) My finding are therefore that students enjoy traditional lecturing as well as collaborative learning activities such as role-play. 4.4 Students’ feedback regarding the use of role-play as teaching strategy The aim of questions 13-17 was to investigate the students’ feeling towards the role-play activity on the day of the intervention. Figures 5-8 below summarises the responses. Figure 5: Students’ feeling towards role-play activities According to figure 5, the majority of students thought the role-lay activity was fun and educational (71%). This relates to the literature on active learning strategies creating a platform for students to be engaged in higher order thinking task such as evaluating, analysing and synthesis while solving problems (Bonwell & Elson, 1991) 22 Figure 6: Students’ feedback regarding peer-evaluation According to figure 6 all the students (100%) enjoyed being able to evaluate the role-play activity of their peers and 86% of the students found it to be educational as well. These findings are supported by literature stating that the use of active learning strategies such as role-play in an educational environment, potentially enhances student understanding of academic content (Rao & Stupans, 2012: 427) Figure 7: What students enjoyed most about the role-play activity Figure 7 clearly indicates that the majority of students (57%) enjoyed working together with their peers. This is a good indication to lecturers that students are open to collaboration and to the benefits it might have for their future employment. 23 Figure 8: Students stating whether role-play should be included more often in modules According to figure 8 the majority of the students (71%) agree that role-play should be included more often in courses they are enrolled for. This is proof that students enjoy active learning strategies and find it valuable as well educational. 4.5 Factors contributing towards student motivation and how it influenced their participation and learning during the role-play activity The last four questions in the questionnaire were included to test students’ motivation according to the ARCS model (Raoa & Stupans, 2012,). Students were requested to report on their attention, confidence and satisfaction during the activity, as well as how relevant they perceive this strategy to be for their learning. Figures 9-12 below summarises the answers received. 24 Figure 9: Students’ level of attention during the role-play activity According to figure 9 the majority of the students (78%) did not have any problems paying attention during the role-play activity. A conclusion that can be made is that due to being actively involved in the role-play activity, students had no problems with paying attention. I have personally experience, especially in theory laden modules, student experience difficulty with paying attention to lectures if not actively involved. This is therefore a great indication that active engagement and collaboration enhances the learning experience. Figure 10: Relevancy of role-play towards career preparation Figure 10 shows that 93% of the students felt that role-play activities are relevant to preparing them for their future careers. This can be due to the fact that role-play activities enhance different skills such as active listening, critical thinking, problem-solving and many more (McClaughlan & Kirkpatrick, 2004,). 25 Figure 11: Confidence levels of explaining the theory after participating in a role-play activity Figure 11 indicates that the majority of students (86%) felt confident that they would be able to explain the different types of interviews and interview questions after the role-paly activity. My finding for this is that by practically applying the theory through acting out the different roles involved in conducting or attending an interview, enhances students understanding of academic concepts. Figure 12: Level of satisfaction with reference to what has been learned about interviews by means of roleplay. Figure 12 shows that the majority of students (64%) felt completely satisfied with what they have learned by means of the role-play activity. 26 5 Conclusions and Recommendations After studying the data collected by the feedback questionnaire, I can conclude that making use of role-play activities as method of active learning strategies proves to be very successful in explaining academic concepts to students as well as enhancing the quality of their learning and leads to the creation of an authentic learning environment in which students are developing various 21st Century skills. These skills are necessary for quality enhancement of learning as well as for producing well rounded and employable graduates to enter the working environment. I am therefore in agreement with the authors cited in this report that active learning strategies such as role-play positively contribute to the enhancement of student learning through the development of 21st Century skills which are vital for graduates expecting to succeed in their future career paths. 27 6 References Adams, S., 2014. The 10 Skills Employers Most Want In Graduates. [Online] Available at: http://www.forbes.com/sites/susanadams/2014/11/12/the-10-skillsemployers-most-want-in-2015-graduates/ [Accessed 15 May 2014]. Anon., 2011. Partnership for 21st Century Skills. (2011). Retrieved May 18, 2015. [Online] Available at: http://www.p21.org/index.php [Accessed 18 May 2015]. Bassendowski, S. L. & Petrucka, P., 2013. Are 20th-century methods of teaching applicable in the 21st century?. British Journal of Educational Technology, 44(4), pp. 665-667. Bonwell, C. C. & Elson, J. A., 1991. Active learning: Creating excitement in the classroom, Washington, DC: ASHE-ERIC Higher Education. Council on Higher Education, 2014. Framework for Institutional Quality Enhancement in the Second Period of Quality Assurance, s.l.: Institutional Audits Directorate. Dessler, G., 2009. Fundamentals of Human Resource Management: content, competencies and applications. :. London: Pearson Education International. Donovan, L. & Green, T. D., 2014. EXAMINING THE 21ST CENTURY CLASSROOM: DEVELOPING AN INNOVATION CONFIGURATION MAP. Journal of Educational Computing Research, 50(2), pp. 167-178. Doyle, T., 2008. Helping students learn in a learner-centered environment: A guide to facilitating learning in higher education. s.l.:Sterling, VA: Stylus Pub.. Fredrick, T. A., 2008. FACILITATING BETTER TEAMWORK: ANALYZING THE CHALLENGES AND STRATEGIES OF CLASSROOM-BASED COLLABORATION. Business Communication Quarterly, December.71(4). Geyer, L., 2013. Human Resource Mangement 1A.. Johannesburg: CTI Education Group. Ghysels, M., 2008. Will Students Make the grade in an Education for the World Ahead? The Erroneous Dilemma between testing and Creativity. THE JOURNAL FOR QUALITY & PARTICIPATION, April.pp. 20-24. Green & Mason , 2014. Examining The 21st Century Classroom: Developing an Innovation Configuration Map.. Jornal of Educational Computing Research, 50(2), pp. 161-178. Herrington, J., 2009 . Authentic e-learning in higher education. s.l., eLi Riyadh Conference. Hoadley, C., 2003. Design-Based Research: An Emerging Paradigm for Educational Inquiry. Educational Researcher, January/February, 32(1), pp. 5-8. 28 Holsbrink-Engels, G. A., 2001. Using a computer learning environment for initial training in dealing with social-communicative problems. British Journal of Educational Technology, Volume 32, pp. 53-67. Joyner, B. & Young, L., 2006. Teaching medical students using role play: Twelve tips. Medical Teacher, 28(3), p. 225–229. Kearney, S., 2013. Improving engagement: the use of ‘Authentic self- and peerassessment for learning' to enhance the student learning experience. Assessment & Evaluation in Higher Education, 38(7), pp. Vol. 38, No. 7. Keller, J. M., 1987. Development and use of the ARCS Model of instructional design. Journal of Instructional Development. Volume 10, pp. 2-19. KIGER, A. M., 2004. Teaching medical students using role play: Twelve tips for successful role plays. Komarraju, M. & Karau, S. J., 2008. Relationships between the perceived value of instructional techniques and academic motivation. Journal o f Instructional Psychology, 3(5), pp. 70-82. Lom, B., 2012. Classroom activities: Simple strategies to incorporate student-centered activities within undergraduate science lectures. Lombardi, M. M., 2007. Authentic Learning for the 21st Century: An Overview. s.l., Educause Learning Initiative. Lumpkin, A. L., Achen, R. M. & Dodd, R. K., 2015. College Student. Database: Academic Search Complete, 49(1), pp. p121-133. Machemer, P. L. & Crawford, P., 2007. Student perceptions of active learning in a large cross-disciplinary classroom. Active Learning in Higher Education, Volume 8, pp. 9-30. McClaughlan, R. D. & Kirkpatrick, D., 2004,. Online roleplay: design for active learning. European Journal of Engineering Education, December, 29(4), p. 477–490. Paquette , L., 2012. Using Role Play Simulations to Promote Active Learning. Peters, R. A., 2010. ENHANCING ACADEMIC ACHIEVEMENT BY IDENTIFYING AND MINIMIZING THE IMPEDIMENTS TO ACTIVE LEARNING. Michigan, American Society for Public Administration. Poulsen, A., 2008. ARCS Model of Motivational Design. EDTEC, November.Volume 544. Poulsen, A., Lam, K., Cisneros, S. & Trust, T., 2008. ARCS Model of Motivational Design. November.pp. 1-7. Prince, M. J., 2004. Does active learning work?. Journal of Engineering Education, Volume 93, pp. 223-231. Raoa, D. & Stupans, I., 2012,. 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In: s.l.:s.n., pp. 1-29. 29 Appendix 1: Questions included in “Feedback” activity on e-active 1 2 3 4 Strongly agree Agree Disagree Strongly disagree Strongly agree Agree Disagree Strongly disagree Strongly agree Agree Disagree Strongly disagree I enjoy traditional lectures where the lecturer explains concepts and the students just listen I enjoy watching YouTube videos where academic concepts are explained I enjoy watching other students participate in activities such as role play to demonstrate academic concepts I enjoy participating in activities such as role play to demonstrate my understanding of academic concepts 5 I would rather sit and listen to a lecture than watch YouTube videos where academic concepts are explained 6 7 I would rather just sit and listen to a lecture than participate in activities such as role play I would rather watch YouTube videos explaining academic concepts than participate in activities such as role play 8 I understood the concepts regarding interviews as they were explained by my lecturer 9 10 11 12 I understood the concepts regarding interviews as they were explained in the YouTube videos I found it easy to understand the concepts regarding interviews as the other groups demonstrated it by means of role-pay I found it easy to demonstrate my understanding of the concepts of selection interviews by means of role-pay I think I learn best when I watch a YouTube video 3 I listen to a lecture 4 30 I watch a roleplay activity 2 I participate in a role play activity 4 13 14 15 Select the statement regarding role-play activities that best describe your feelings I think today's role play activity was fun I think today's role-play activity was educational I think today's role-play activity was fun AND educational Today's role play activity made me feel uncomfortable Strongly agree Agree Disagree I found today's role play activity intimidating Strongly disagree I enjoyed having the opportunity to evaluate the role- play of my peers I found it very educational to evaluate my peer's role play 16 What I enjoyed most about today's role play activity was Working together with other students 17 I think that role play activities should be included more often in the modules that I am enrolled for 18 The performing/acting part Demonstrating my knowledge Agree Disagree Strongly agree I was paying attention all the time I was paying attention most of the time How easy was it for you to pay attention during the role play activity today? 19 Assessing the role-play of my fellow students I struggled to pay attention some of the time I did not enjoy it at all Strongly disagree I found it difficult to pay attention at all Very relevant Relevant Not very relevant Completely irrelevant I feel completely confident that I will be able to do it I feel fairly confident that I will be able to do it I would prefer not to do it I will definitely not be able to do it How relevant do you think role play activities are to prepare you for your future career? 20 How confident would you feel to demonstrate or explain different types of interviews and interview questions after today's role play activity? 31 21 Completely satisfied Fairly satisfied How satisfied do you feel with what you have learned about interviews today by means of the role play activity? 32 Slightly unsatisfied Completely unsatisfied Appendix 2: Transcript of group interview Santos Arends Masiga Santos …Arends Santos Masiga Arends Santos I’m Jessica Santos from CTI Bft And I’m Dawood Arends from CTI Bft And I’m Tshepiso Masiga from CTI Bft So as a HR class we participated in a group activity that our lecturer Ms Reineke decided to do with us and in this activity we … she lectured with 3 different styles. The first one was just a normal basic lecture with slides, The second one was where she presented YouTube videos and the third one was where we had to participate as a group together to actually implement different types of interview styles. The experience of, the experiences was about to see what, what, what type of lecturing types do we learn the most from so we can choose, we could actually see…. The experiment was about what type of lecture the students understand the best. So in my experience I thought that as a group we participated well when we actually had to work together and I feel that we all understood the work much better when we practically had to do the different interviews such as the stress interview, the technical interview and so on. I personally, it was first was the lecturing which I didnt much concentrate on, the second one, the YouTube one I clearly wasn’t up on that, the third one which was the practical part which I enjoyed 00the most because I feel through learning you have to do it practically so you can learn and correct your mistakes while you learn, so I enjoyed that most. I personally feel that we can watch YouTube videos, while the lecturer is busy lecturing, students are …. I understand that the best So in conclusion I think that the …(breaks down and laugh) . So in conclusion I believe that this was a successful way of trying to see what the students enjoy best and how they study and understand the work best, and as a class we really enjoyed it. Thank you … 33 Approx. time 00.00 00.03 00.07 00.10 00.40 01.04 Appendix 3: Interview Role-play Evaluation form (Rubric) Name of group: _______________________________________________ Final score: _______________________________________________ Interview Evaluation 1 2 3 4 Introduction Poor Acceptable Good Excellent Structure Poor Acceptable Good Excellent Interview questions Poor Acceptable Good Excellent Interview types Not applicable to vacancy Somewhat applicable to vacancy Applicable to vacancy Excellent application Selection tools used Not identified Briefly mentioned Identified but not explained Identified and explained Clarity of speech Poor Acceptable Good Excellent Professionalism Poor Acceptable Good Excellent Mark Awarded Technical Aspects of Presentation Total Score: / 28 Additional comments: __________________________________________________________________________ __________________________________________________________________________ __________________________________________________________________________ __________________________________________________________________________ __________________________________________________________________________ 34
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