Evaluation of a PlayPosit guided group project’s impact on student engagement in an undergraduate course

Student engagement is critical for meaningful learning and can be impacted by teaching methods, tools, and course content. Online student engagement continues to be challenging because online classes offer fewer ways to engage with professors, peers, and the university than in-person classes. PlayPosit is a video teaching tool that incorporates questions to check for understanding. Our study aimed to evaluate how a PlayPosit guided group project impacted engagement in a structured online learning environment. For this qualitative study, a PlayPosit guided group project was implemented in an online undergraduate course taught via Canvas learning management system. Engagement was evaluated using online course analytics and student’s written feedback. Canvas reports were analyzed using descriptive statistics, and students’ written feedback was analyzed using directed content analysis. All 29 students enrolled in the course completed the course successfully. They completed 99.3% of the PlayPosit activities with accuracy 87.6–100% and completed the course project with scores 89–100%. Student comments were grouped into themes related to PlayPosit, group project, and engagement. Students found PlayPosit activities helpful/beneficial, aligned with deliverables, a great learning resource, and enjoyable. Students recognized the group project for its importance in teaching them collaboration, expressed that it enabled them to learn more from each-other, was an enjoyable networking experience, and was challenging. Engagement themes included knowledge gained was applicable to the real world, the course stimulated higher-order thinking, and the course was enjoyable and kept students wanting more. This study suggested that a PlayPosit guided group project was well-received by students and contributed to high engagement with the content, peers, and the professor.


Introduction
Engagement of students with their studies at the undergraduate level continues to be a topic of discussion and concern, especially in fully online courses.With online learning expanding in the United States at a greater rate than any other segment in higher education [41], maintaining student engagement in technology-mediated learning such as through an online Learning Management Systems (LMS) is even more important, but at the same time, can be difficult [1,23].Teaching methods and technology may contribute to the level of engagement.Our study explored the combination of PlayPosit activities (videos with embedded questions) and a group project, to improve student engagement in a fully online undergraduate course.

Literature review
The term student engagement can mean many things, and there is no one uniform standard definition [11].Everett [19] utilized a definition of engagement as the intention of the student to participate in a learning activity, although did acknowledge additional descriptors such as observable behavior related to learning content, internal cognition, embracing active learning, participation, and communication.Student engagement is associated with completion of course tasks, active thinking, talking (in synchronous meetings), and interacting with the course content, classmates, and the instructor [18,22,30,31,52].Himmele and Himmele [24] point out that student engagement is more than entertaining students and getting them to participate in a lesson.In order for the content to be retained, it has to matter and involve higher-order thinking.These descriptions of engagement are aligned with the Seven Principles for Good Practice in Undergraduate Education, which include student-faculty contact, cooperation among students, active learning, prompt feedback, time-on-task, high expectations, and respect for diverse talents and ways of learning [10].Given the strong relationship to student engagement, those principles are commonly applied to online learning [9].Engaging students in online classes may not be very different from the face-to-face classroom from a principles' perspective; however, the tools and processes vary and they could make a difference.
There has been an increase in the number of online programs across colleges and universities around the country [48] and the COVID pandemic also forced educational institutes to rely on online courses more than before.Online courses are often criticized for a lack of instructor-student interactions [44] and generally, online students are found to have fewer ways to engage with their professor, peers, and the university [Platt et al. 2014].Educational videos are increasingly becoming the mode of delivering course content, but the main challenge is to stimulate students to watch these videos conscientiously [47].In terms of engagement with peers, the typical online assessment is a discussion board where students are asked to respond to their peers in relation to the discussion topic; online group work and collaboration is not widely practiced and when used it is not well-structured [15,16,35,43].

PlayPosit teaching tool
PlayPosit (formerly known as eduCanon) is a teaching tool/application used to make interactive videos, also known as bulbs [49].The application can be integrated into the LMS, requires only an active internet connection, and can run on all platforms making it easier to access for both instructors and students [49].Educators may create their own videos or extract videos from other sources, such as YouTube or TED Talks, and convert them into an interactive, topic-and student-focused mini-lessons by adding questions at appropriate time-points in the video.Educators may also prepare video clips from longer recorded lectures and encourage student engagement by providing context or additional information through text and images on slides, inserting questions to check for understanding, including discussion and reflection questions, giving pre-recorded feedback as they see fit, and even incorporating polling [32].PlayPosit videos pause at certain intervals chosen by the instructor to give students an opportunity to respond.PlayPosit settings allow for multiple playback options, including allowing students to rewind, fast forward or retake the activities.The instructor may also incorporate instant feedback after each question; so, students not only see whether they answered correctly but also understand the rationale.
As more students take online courses, greater efforts are placed in improving access to online content other than text.As per the American Disabilities Act (ADA) compliance, classes should be accessible and include closed captioning of video and audio material or provide a downloadable transcript of the presentation [17].PlayPosit activities make it easier to meet the ADA requirements, given that they include closed captions, and allow instructors to incorporate text, visuals, and auditory delivery of content.When using PlayPosit, instructors can manage and monitor the learning process more effectively due to analytics that are available.Analytics show how well students performed, how many times they repeated the activity, and how much time they spent viewing the videos.PlayPosit has been in use for a few years in the US and other countries.For example, PlayPosit videos were used to assess clinical reasoning skills by analyzing scenarios [4], to provide an engaging bootcamp for pharmacists needing to enhance their understanding of oncology concepts [25], as well as to enhance engagement of elementary school children in Taiwan [51].A study conducted by the physics education research showed that in a lab course, students appreciated the use of video introduction over written prelab materials [34].

Group work in online courses
Group work has been a popular approach for learning and assessment in the traditional setting and is valued by students as an experience that enhances interaction with peers and leads to deeper interactions among students and the professor [40].Group work has been used in a more limited manner in the online environment, but when used, it has been found to build community and engagement [56].Additionally, complex, meaningful online group projects have been found effective in contributing to better learning experiences [6,16,57].Group work is considered beneficial to student learning and engagement, but online group work presents challenges related to group communication, logistics, and other operational aspects.In recognizing such challenges, Chang and Kang [8] suggest that instructors support groups with such operational tasks and at the same time allow them freedom to organize and control their own content and group deliverables.Davidson and Katopodis [15] suggest building structure for group work, using real world problems, assigning prework, and providing checkpoints and a timeline for group deliverables.Generally, prework involves reading relevant theoretical materials and project requirements.PlayPosit activities can serve as prework and provide an option to learn by watching verbal and visual explanations and responding to questions that reflect the theory discussed and are applicable to the project assignments.

Online student engagement
Online student engagement can be elusive, and is influenced by multiple factors [38].The age of the student, work and family responsibilities, enrollment status [41], instructor presence in the LMS, content relevancy [38], and desire to interact [13,39,46] can all influence student engagement.O'Shea, Stone, and Delahunty [39] received specific feedback from adult learners regarding the return on time-investment of interacting; if the perceived benefit was low the student directed effort elsewhere-whether it be to other aspects of the class or other work/life responsibilities.Some students valued the interaction while others viewed it as an additional burden to the online class.This was especially true if there were other assessments which amounted to a larger portion of the overall grade; student made a strategic choice to devote the time and effort to the assessment rather than interaction and engagement with classmates or faculty.This matches findings by Muir et al. [38] in which students would sacrifice engagement with the class to focus on other graded assessments.
Multiple studies have found student engagement is associated with positive outcomes.Increased student retention, persistence, performance, and achievement [19,41,52], avoiding feeling isolated [13,28,29], increased interaction in courses, student satisfaction, and perceived greater knowledge gained [2] are all suggested benefits of student engagement.Baranik, Wright, and Reburn [5] found that students who developed a connection with even one classmate by engaging in their online course saw an increase in perceived satisfaction, classroom community, performance, and even a difference in the final grades.
Tsay et al. [52] indicated that student engagement represents the observable behaviors in completing a learning activity and divided further those behaviors into engagement in the process and engagement toward a result.A suggested example of process engagement would be measuring how many times a student viewed information in the LMS although it may not have resulted in completing any assignment or other gradable assessments.Distinction between process and results engagement aids in determining how to monitor or assess online engagement.For example, how many times an item in the LMS was viewed is an observable quantitative measure of behavior.Monitoring engagement can be a method to recognize students who may need help in the online environment and can be a valuable tool in evaluating the quality of a class or activity [23].
As indicated by prior research, encouraging greater engagement is essential in successful delivery instruction utilizing online LMS technology [23].Strategies for successful engagement need to be matched to the characteristics of online students [41].Feedback from students indicates designing courses specifically for the LMS, rather than trying to deliver the same in-person course via video or other interface is the best approach [13,37].In the online classroom, there are approaches and tools used by the faculty which can help.Being accessible, present, and positive can help students feel valued and encourage engagement [13,18,39,50].Dixson et al. [18] suggests immediacy behaviors by faculty (communicative verbal or non-verbal actions) which send positive messages of liking and closeness can help in encouraging online engagement.Online nonverbal immediacy behaviors such as using figurative language, colors, images, the timelines of responses, frequency of messages, and promptness in grading and e-mail was related to students' reports of higher online engagement [18].An activity combining the benefits of teaching presence and social interactions with an assessment or learning purpose may be the key to bind this student feedback regarding online LMS class needs together.This matches what Arbaugh et al. [3] titled a Community of Inquiry (COI).The COI framework suggested the teaching presence clearly communicates what learning will occur and communicates in a way which humanizes the instructor.The social presence focuses on the learner and offers low-risk opportunities to express themselves and actively participate and interact in the class.A cognitive presence encourages students to take responsibility for their learning with activities which are meaningful in delivering the content and meeting the objectives of the class.
Implementing a graded semester long group project using the PlayPosit tool as guidance with key concepts could provide an opportunity to address engagement issues findings from the literature research, including interaction with the course content, with the instructor, and among students in a group.A project approach could be the vehicle to help students not only interact with each other but move past what Bloom's Taxonomy refers to as lower levels of learning like remembering, understanding, and applying concepts to higher cognitive processing like analyzing, evaluating, and creating [45].PlayPosit activities could allow the instructor to monitor students' exposure to and understanding of the key concepts.The group project could allow the instructor to not only monitor the interactions of students, but also give periodic encouragement and feedback as needed, which has also been found to be beneficial in encouraging online engagement [33].
Previous research on the topic of engagement has not focused on engagement that may result from the combination of PlayPosit and a group project.This study approaches the topic of undergraduate online student engagement from a broad perspective by asking the students to share their thoughts and experiences regarding the use of PlayPosit activites, the online group work and the overall engagement with the course.The purpose of this evaluative study is to explore how a teaching method incorporating the PlayPosit tool as a guide to a group project might affect student engagement in an online undergraduate course.

Methods
This study evaluated student engagement in a 15-week undergraduate-level health information management course.The course name was Performance Improvement and the LMS used was Canvas.A semester long (15 weeks) interactive group project was assessed along with a series of PlayPosit activities which guided students in the process of completing the course project.The research was approved by the Institutional Review Board at the authors' institution.

Framework
The study was guided by the Community of Inquiry (COI) framework, which explains the conditions for creating a community of inquiry in a virtual learning environment from a perspective of cognitive presence, social presence, and teaching presence [21].Cognitive presence is defined as the degree to which learners are able to construct and confirm meaning through sustained communication, reflection and discourse; social presence is defined as the degree to which learners feel socially and emotionally connected with others in an online environment; and teaching presence is defined as the way course is organized and designed, facilitated, and guided in order to achieve meaningful and educationally worthwhile learning outcomes [21, p. 88].
Those three key elements to students learning and education experience need to be evident through unique indicators, which as per framework are categorized in a few groups [21, p. 89].The main categories that reveal the cognitive presence include triggering events, exploration, integration, and resolution.Indicators may include exchange of information among students as well as between students and the instructor, sense of puzzlement, connecting and applying ideas.The main categories for the social presence element are emotional expression, open communication, and group cohesion.Some indicators include emotions, risk free expressions, and encouraging collaboration.Last, the main categories for teaching presence are instructional management, building understanding, and direct instruction.Indicators include defining and initiating discussion topics, sharing personal meaning, and focusing discussion.
The focus of our study was student engagement, which is associated with higher order thinking, interaction, communication, cooperation, and quality learning outcomes.Such aspects of learning are also key components of the COI theory.In researching our research question "How a PlayPosit guided group project might impact engagement in an online undergraduate course?",we used COI as the backdrop and looked for examples of theoretical indicators mentioned above in the students' comments, as well as course work completed.
With the implementation of a PlayPosit guided group project, the expectations were to improve the interaction of the students with the course content; increase the social presence of the professor through a combination of videos, live sessions, virtual office hours, and timely feedback; increase interaction among students through a small group project requirement; increase the interaction of students with the professor through live sessions and virtual office hours; and improve process engagement and result engagement in the course.The ultimate expectation is a positive and meaningful learning experience.

Description of the educational intervention teaching strategies
To evaluate how a PlayPosit guided group project might affect student engagement, we used the instrumental case study approach.In a single instrumental case, one bounded case is selected for the investigation of the research question [12,20].One undergraduate-course, Performance Improvement, was selected, given professor's availability and timing of the study.The course ran for 15 weeks, during the Spring 2021 semester.Participants in the study were the 29 students enrolled in the selected course.The educational intervention included activities performed by the professor and the students, as shown in Fig. 1.The professor performed all activities in the upper portion of figure (shown in grey) and students were asked to perform all activities in the lower portion of the figure.
An overarching course project was designed in alignment with the course objectives and in a way that reflected application of the knowledge acquired from week to week.Seven project deliverables were due in Weeks 3, 4, 6, 8, 10, 12, and 13.Distribution of deliverables for the course with the spotlight on the course project is shown in Fig. 2.
The PlayPosit tool preceded each course assignment/deliverable and was utilized as a method to explain concepts relating directly to what students needed to address, encourage students' thinking, and check their understanding.Each week included the weekly overview, objectives, learning resources (readings, lectures, and videos), and assessments.Specifically, seven of the weeks included PlayPosit activities and a project deliverable assignment.A layout of a such week in Canvas is shown in Fig. 3.
The course included 15 PlayPosit activities with an average length of 6.41 min and about 4 questions per PlayPosit.They were prepared in advance by the professor and posted in the respective weekly modules, weeks 3, 4, 6, 8, 10, 12, and 13.For the seven weeks which had project assignments, students were asked to prepare by completing the PlayPosit activities individually, and then, working together as a group to complete the assignment.There were a total of 80 questions among the 15 PlayPosit activities, each worth 1 point, for a total of 80 points (out of 1000 points-potential for the course).PlayPosit videos explained key concepts, which reflected weekly course objectives, and included a variety of questions to check on students' individual understanding of such concepts.PlayPosit questions were intentionally aligned with the course project questions.An example of PlayPosit embedded questions is shown in Fig. 4. Students needed to answer the question in order to proceed with the rest of the activity.
In addition to the PlayPosit activities, there were also 19 supplementary (regular) videos pertaining to the course content.Professor offered 11 live lectures during the day and provided recordings in the respective modules and Medica Gallery within 24 h of the live session.Furthermore, professor offered 3 live debates in the evening.Debate sessions provided students who participated with scenarios and challenged the students on how they would approach addressing the issues in the scenario.Debate sessions were not recorded.
Student groups were determined by the end of Week 1, after considering students' preferences and students' background.Groups consisted of 3-4 students and worked in the same group for the duration of the course.Many of the students work in healthcare in addition to pursuing a degree and bring their experiences to class.To improve equality among groups, an effort was made to have at least one student with some healthcare experience in each group.Each group had a designated space in Canvas to communicate and share documents.Professor followed up with the entire class with overall instruction, discussions, and feedback in the gradebook.Additionally, the professor communicated with each group when necessary and checked the Canvas group space on a regular basis to address any questions or issues pertaining to group dynamics or the group project assignments.Canvas group space ended up being used very little at the beginning of the course, mostly as a space where group members shared contact information and preferred communication methods.After the initial contact in the Canvas group space, groups continued their weekly communication by using tools of their choice, such as Google docs, Facetime, WhatsApp, phone calls, text messaging, and occasionally Zoom meetings.
In the course studied, the cognitive presence element was stimulated by the questions embedded in the PlayPosit activities, discussions, and the requirements for completing the project deliverables.Social presence was facilitated by incorporating a group project and encouraging group collaboration, as well as by providing an opportunity to discuss and ask questions during live sessions.Teaching presence was established by providing a series of PlayPosit videos aligned with the course objectives and the group project requirements, live Zoom sessions, lecture recordings, interaction in the discussion area, and constructive feedback in individual and group encounters.

Data collection
Data used in this study includes course analytics and students' comments found in Canvas.Course analytics such as student numbers, gradebook, PlayPosit "Monitor" function, and Media Gallery "Analytics" function are inherent parts of Canvas online learning platform.At the end of the course, students were asked to participate in an ungraded discussion activity which asked them: "Please share some reflections on the course set up, content, requirements, and group work.Specifically, please address the following questions: 1. What are your thoughts on the PlayPosit activities? 2. What are your thoughts about the group work being a key aspect of this course?What were the most challenging aspects? 3. How would you describe your overall engagement with this course and the content?"Students' responses were collected for analysis.Last, communication via e-mail, text, calls, and Zoom was tracked by the professor.

Data analysis
Analysis included descriptive statistics of the Canvas course analytics, and a review of written student comments (discussion responses) pertaining to PlayPosit, the group project, and their engagement.Student comments were analyzed using a directed content analysis approach [12].The data analysis process included reading the student's comments and coding them based on the words students used to describe PlayPosit, group work, and overall engagement, learning, and course experiences.Codes were aggregated into concept maps in order to group related codes into themes and show relations [20,27].The written student comment data were coded by two researchers independently.Less than 5% coding discrepancies were found, discussed, and resolved with 100% consensus.

Course analytics
There were 29 students enrolled in the course intervention took place, 27 females and 2 males; all adult students who had completed at least two years of higher education, and all enrolled in their junior year of the Health Information Management Program.Student age demographics were not collected; however, based on the discussions, their ages varied from mostly mid-twenties to some mid-forties, and a few in their thirties.All students completed the course successfully, with overall course scores ranging from 82.1% to 98.3%.There were no dropouts.Completion rate for the PlayPosit activities was 99.3%.This was calculated as follows: [(number of students 29 × number of PlayPosit activities 15) − incomplete PlayPosit activities 3] / (number of students 29 × number of PlayPosit activities 15).There were 810 total plays/completions, which shows that in most cases, students went back to watch and redo, thus resulting on an average completion rate of 1.86 times per PlayPosit activity.The accuracy of completion varied from 87.6% to 100%.The course project completion rate was 100% and as per peer reviews, all group members were reported as contributors.Course project scores varied from 89 to 100%.In terms of communication, there were 162 student e-mails received via Canvas inbox and 77 e-mails received in Outlook, as well as an average of 6 text messages and 2-3 phone calls/Facetime/Zoom meets per week.Communication during these interactions was mostly about seeking suggestions on how to improve group dynamics and discuss ideas and approaches to some of the project requirements.It should be noted that most of the inquiries were made from the group lead.There were 9 groups with 3-4 students each.Group members were copied on the e-mails, and occasionally, they joined the phone call, Facetime discussion or a quick Zoom meeting.Attendance of the 11 weekly live session was limited to 4-6 students; however, video recordings were viewed by 22 unique viewers (students).Attendance of live sessions was not mandatory and not graded.Main course analytics are summarized in Table 1.

Students comments
During the last week of the course, students were asked to participate in an online discussion that asked them to share their thoughts about PlayPosit, the group project, and engagement; 22 out of 29 students responded with comments.A summary of their comments is presented in Table 2.

PlayPosit comments
Students were asked,"What are your thoughts on the PlayPosit activities?"All 22 students who responded to the discussion were explicit in addressing them and commented in a positive way.Some of the comments were short and some more elaborate.Overall, four themes were identified in relation to PlayPosit.Students labeled PlayPosit activities as helpful and beneficial.The words "useful", "beneficial", "helped", "helpful", "very helpful, or "extremely helpful" were mentioned by 20 students.Additional student comments show evidence that PlayPosit activities were helpful and beneficial because they were relevant, served as a learning resource, and were seen as a different way of learning.Students explained that PlayPosit activities were helpful because of the alignment with what they were learning and how it applied to the required project deliverables.Most of the students commented that PlayPosit activities were "informative", "to the point", "like a GPS", "captured essential information", were "related to the assignments", "kept students up-to-date", had "valuable information", and "helped better understand and gain clarity on what was expected." PlayPosit activities were considered a learning resource by half of the students who expressed "helped understand the material on another level", "questions tested our knowledge", "loved retaking until understood", "enforced readings and lectures", "I would take a second look and take notes", "repetition helped remember most of the information", "forced you to think", "understood the material on another level", and "used PlayPosit as a resource".Ten students explicitly pointed out that they liked the embedded tests as a form of assessment and assurance they understood.A few students appreciated the "examples" in the PlayPosit.There was also a suggestion to "continue to use (PlayPosit) for future students".Students valued the explanations and the mini assessments.
Students appreciated that PlayPosit activities were enjoyable and different from other learning resources.Eleven students expressed that PlayPosits were "enjoyable, "short", "quick", "not overbearing", "not drawn out or boring", "made learning fun", "a unique way of learning", and "kept students interested".

Group work comments
Students were asked, "What are your thoughts about the group work being a key aspect of this course?What were the most challenging aspects?"The 22 students who participated in the discussion commented on the group work and the length of responses to this question was greater than the discussion about PlayPosit or overall engagement.Four main themes were identified in relation to the group work.
The first emerging theme showed that students recognized the importance of collaboration, working with others as a team.While group work challenges were identified first, 19 comments ended on a positive note, and students valued the opportunity to work together.Students pointed out the benefits of working together lessons learned and resemblance to real work environment, through several comments, including "where you may lack in one aspect of a project, another group member may excel in that area which lifts the group", "worked to our benefit", "great insight on what's it like to work with future co-workers", "it gave a look into settings that require engagement and collaboration", "we must collaborate with physicians, … on real life cases", "learned how to speak with my peers in a professional and respectful manner", "it taught us how to manage team work", "sneak peek as to what to expect in the real work force", "learned from mistakes", "opportunity to put our skills to practice", "challenging to establish a workflow and distribution of work in a fair and equal way", and "confusing at the beginning… then, easy to follow the routine and deliver on schedule".
The second theme that emerged in relation to the group project was that students learned more because they worked as a group.Students expressed that they "learned from each other", "helped learn more", "easier to put our thoughts together and see everyone's perspective", "better understanding", "It helped improve in certain areas to help us working together in the healthcare field with others", "parts of the task I did not understand-classmates were able to come up with ideas and figure it out", and "challenging to accept other's opinions and ideas …BUT … definitely liked working in a group because I got to hear other perspectives on the material".
A third theme was related to the social aspect of the group project, students enjoyed networking with each-other.Half of the students shared comments such as, "nice to see some of my peers" (given the pandemic situation), "learned about each-other", "met new people", "know each-other better", "getting to know ourselves", "my group is hardworking and communicative", "made us closer", "showing each other our true colors", "listened to each other", "enjoyed work as a team", or "tried to be as helpful and open with my group" illustrate that despite listing challenges, students capitalized on the time together and developed an appreciation and respect for each-other.
Fourth, thirteen students identified lack of time and scheduling as the main challenge, and half of them connected that challenge to the fact that the course is online.Some examples included, "scheduling group time can be difficult", "we all have different working schedules and learning schedules", "challenging to find time", and "group work was timeconsuming and tiring".

Overall engagement comments
Students were asked "How would you describe your overall engagement with this course and the content?"Students comments converged on three main themes: the course was enjoyable and kept students wanting more, knowledge gained in the course was applicable to real world, and the course stimulated higher-order thinking.

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Knowledge gained in the course was applicable to real world: Half of the students shared positive comments, such as, "learned a lot", "good learning experience", "able to communicate with my colleagues with more confidence and knowledge", "able to use the skills and apply them to my everyday work life", "made me think like an HIM professional", "worth it", "taught me a lot about myself and how to tackle certain situations", and "prepared us for the real world challenge; so, it helped ".
Course stimulated higher-order thinking: Students' comments such as "challenging", "although this course was most challenging this semester, it was also my favorite", "challenge in applying some of the measurements", "appreciate jumping out of the comfort zone", "understand the material on another level, "a bit confusing which required more critical thinking", "forced you to think", and "helped see things from a different perspective" illustrate that by completing the course activities, students developed a higher level of thinking.
Course was enjoyable and left students wanting more: Half of the students used words such as, "enjoyed", "awesome", "pleasant", "great", "favorite", "kept me interested", "exciting", "successful" and "excited for what's to come" in describing the course.Many expressed they wanted to go back to it or did not like missing parts of it.For example, some students pointed that they "missed the debate" and were "not able to attend live lectures".Others said, "I would take a second look (at PlayPosit), and take notes", "really engaged with the course content", "recordings posted were incredibly beneficial", "course set up was good", and "PlayPosit … improved learning engagement".This theme was also supported by the number of views and plays of the course videos; there were 132 plays in Media Gallery.Additionally, PlayPosit analytics showed that many students went back to the activity for a second time.

Discussion
We embarked on this study to explore how a teaching method incorporating the PlayPosit tool as a guide to a group project might affect student engagement in an online undergraduate course.Guided by the COI framework, we used such method (the PlayPosit guided group project, as described in prior sections) to create conditions that would improve online student engagement.Upon completion, course analytics and themes identified from students' commentswere aligned with several aspects of engagement, as suggested by the COI theory.
There was a very high level of task completion, higher-order thinking as expressed by students and seen in their deliverables, learning what matters and applies in the real-world, as well as enjoyable interactions with the group members and the course content, all of which were associated with student engagement [18,30,31,52].Based on the interest in completing graded and ungraded tasks, the observed process engagement was high.Based on course completion and the high course scores, results engagement was also high.Overall, students expressed high satisfaction and engagement with the course, which is consistent with a study from Rajabalee and Santally [42] who found a positive relationship between student satisfaction with a course and their level of engagement.
Themes such as alignment of PlayPosit content with deliverables, course stimulated higher-order thinking, knowledge was applicable to real world, as well as the ongoing purposeful exchange between students and the professor and among students via e-mail, text, phone call, FaceTime or Zoom meets are indicators of cognitive presence component of COI theory [26].
Themes such as students enjoyed networking with each-other, recognized the importance of working as a group, PlayPosit activities were enjoyable, and course was enjoyable and left students wanting more are illustrations of students' emotions and positive view of collaboration, which are indicators of social presence component of COI theory [26].Another sign of social presence was that students felt free and at ease in reaching out to the professor and have open communication individually as a group.On a different note, the volume of student comments pertaining to the learning experience in the course under study was higher than the volume of comments for another course taken by the same group of students and taught by the same professor.The willingness to write about the course is also an indicator of emotional engagement, which supports students' social presence.
PlayPosit increased the teaching presence of the professor by virtue of having multiple touch points with the material focused on relevant tasks.A typical course has one lecture or a couple of videos per week; the course under study had 15 PlayPosit activities in addition to the weekly lectures and/or videos.Themes such as PlayPosit was a learning resource and they aligned well with the project are also an indicator of teaching presence component of the COI theory [26].
PlayPosit contributed to better interaction of the students with the course content, and as per their comments, was helpful and beneficial, as well as interesting and attractive.Furthermore, students were more attentive to the other course videos and recordings.Videos, live lectures and/or recorded lectures are part of many courses taught in our health 1 3 information management program; however, the number of views in the past or even concurrent courses has been low.To put these findings in perspective, without considering this a quantitative analysis, another health information management course involving the same cohort of students, the same professor, the same semester, and with similar number of weekly lectures and recordings minus PlayPosit activities showed 50 total views of video lectures with 502 total number of minutes viewed.In comparison, the course under study, with the PlayPosit activities had 132 views and 2047 min of view time.This significant change could be related to the positive experience with PlayPosit and the "wanting more" attitude, and is a phenomenon that may be explored further in the future.This study's purpose was to explore the potential impact of a PlayPosit guided group project on student engagement.The COI theory served as a frame for the course design and infused the course structure and processes.Results reflect that this specific design, utilizing PlayPosit as a guide to the group project was perceived very positively by the students, generated and supported engagement, and created an enjoyable and meaningful learning experience.These findings are consistent with those of Cadet [7] who implemented PlayPosit as a formative tool in a nursing course and found that students were motivated and engaged in their learning process, as well as those of Lukins [36] who found that inclusion of PlayPosit for pre-class online activities maximized students' engagement during their face-to-face portion of the class.
Designing an online course for group work remains a challenge [53].While there is strong agreement that group work is important in developing teamwork skills, most online professors view group work from a perspective of creating a forum where students can comment on each-other nicely and positively, be supportive, and get to know each-other a little, but not necessarily develop deep relationships among them [55].On the other side, from an engagement perspective, social presence means more than just written discussions about each-other or peer reviews of a paper.As per COI theory, it means that students create a meaningful, trusting community and develop inter-personal relationships, which most students in this course stated they achieved, because of the group project.Group projects tend to be intimidating because of the multiple requirements and group facilitation.In our case, PlayPosit helped in overcoming some of the barriers in comprehension and in breaking down the requirements, thus allowing the students to focus more on developing higher-level knowledge, critiquing others, self-reflecting and building consensus among each-other, while enjoying the experience; all of which contributed to a meaningful deeper level of engagement.Based on the findings, we believe that our research question of how a PlayPosit guided group project might affect student engagement was answered favorably.While there are different methods and tools, this is one great recipe for achieving engagement and positive overall experience with the course, that is rooted into the COI theory.With an estimated 37% of students taking online courses [54] before the COVID-19 pandemic, and post-pandemic numbers being higher, finding new tools and teaching recipes that enable greater engagement and yield positive learning outcomes is very important.

Considerations in implementation
Generally, the design of the online course requires some time-investment in assuring that learning materials and assessments are well-aligned with the course objectives, are distributed somewhat evenly among the weeks, and include clear instructions and grading rubrics.For the course used in this study, an effort was made to connect the various parts of the course project in such a way that most of the parts could be completed independently; however, at certain points, students needed to look back and connect the dots.Significant time was spent in preparing the 15 PlayPosit activities.Some of them were new recordings by the professor and others were found online.An effort was made to keep the recordings short.At times, this required creating and following scripts to avoid the "fluff" and keeping track of time.The embedded questions were mostly self-graded (multiple choice, multiple selection, true/false, or matching) with only two out of 80 questions being free response/essay; yet, they went beyond the recall and understand levels and made students think, apply the knowledge, and analyze the information (which may require a greater upfront time investment from the professor).Another consideration was to keep the videos free of references to dates, times, order, specific weeks/ modules, or even the course project; PlayPosit videos explained the concept and provided examples.Questions on the other side were occasionally related to the course project requirements, in order to make students connect what they were learning to what they need to accomplish later.Given that questions could be easily changed, this set up allows for greater flexibility in using and reusing the PlayPosit activities not only when teaching the same course but also in reviewing or referring to the same content in another course.In an effort to embrace diversity, the instructor intentionally searched for and selected videos where the presenters represented different races, genders, and ages.A strong initial pool means much less work the next time the course is taught.

Significance and limitations
The intention of the study was not to generalize findings but try to better understand how the combination of PlayPosit and a group project might affect student engagement and experience.In today's online teaching and learning environment, it may be hard to incorporate everything a professor believes is necessary for a great learning experience, such as full interactive live lectures, making students read everything, asking them to engage with their peers in a meaningful way, and focus on the learning outcomes (versus focusing on getting the desired score).Yet, it may be possible to effectively and strategically incorporate some key ingredients that will not only make student learn in a meaningful way but also have a positive course experience.PlayPosit promises to be a tool that can help facilitate this effort.Further studies of courses with a PlayPosit component, as well as modification of assignments utilizing PlayPosit as a guide may be helpful in better understanding the effectiveness of PlayPosit on students' engagement and outcomes.This study involved only one class for one semester, there was no comparison group nor were pre and post intervention data assessed.There were 7 students who did not share any comments which might bias what we found in the comments.Nevertheless, the professor who taught the course and followed up with the students along with the second researcher who was not part of the health information management program completed the analysis and interpretation of written comments, which contributes to increased validity.

Conclusions
This study builds upon prior online student engagement research and provides an evaluation of how a PlayPosit guided group project might contribute to student engagement and overall learning experience.By implementing a teaching approach such as PlayPosit that incorporates well-aligned assessments and targeted teaching material, it may not only be feasible to achieve meaningful high-level engagement in the online courses but also an enjoyable experience that makes students want more of it.This is just one successful recipe that can be expanded to more courses or tweaked depending on the course content, level, objectives, and expected learning outcomes.

Fig. 1
Fig. 1 Educational activities performed by the professor and the students during the study

Fig. 4
Fig. 4 Week 8 PlayPosit Activity Incident Reports showing the pause for the first question

Table 2
Summary of words and phrases used by students in their written commentsWords and phrases used by students in their written comments Frequency