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2017 IEEE/ACS 14th International Conference on Computer Systems and Applications

Facebook as a learning tool in classrooms: A case


study
Manal Abdo Farhan Saif1, Ahmed Tlili2, Fathi Essalmi2, Mohamed Jemni2
1
Virtual University of Tunis, Tunisia
2
Research Laboratory of Technologies of Information and Communication and Electrical Engineering (LaTICE),
Tunis national higher school of engineering (ENSIT), Tunisia
m_almikhlafi@yahoo.com
ahmed.tlili23@yahoo.com
fathi.essalmi@isg.rnu.tn
mohamed.jemni@fst.rnu.tn

Abstract— Social networking services specifically Facebook learners, within a major public university, have Facebook
has recently shown exponential growth in its number of users, accounts [7]. Therefore, instructors and educators became
which attracted researchers to investigate its educational more interested in investigating Facebook as a learning tool in
potentials. While various studies have investigated learners’ their universities and colleges.
attitudes towards incorporating Facebook in classrooms, limited
attention has been paid to examine learners’ level of knowledge Despite the benefits of Facebook in learning such as,
and motivation involved in online learning using Facebook. increasing communication among learners, facilitating access
Therefore, this study proposes a new designed Facebook learning to provided course materials, and improved logistical
tool with various applied design strategies to enhance the management of learning contents [8, 9], many studies have
learning process in classrooms. Thirty five learners, from a reported that Facebook is not well investigated as a learning
public University in Tunisia, participated in a quasi-experiment tool. For instance, Wise et al. [10] stated that psychology
to validate this designed Facebook learning tool. The findings learners spent an average of one hour per day on Facebook,
highlight that this tool has had a positive impact on the learners’ but mostly to engage in social interactions and only few of
level of knowledge regarding learning “game development” them reported that Facebook provided them with information.
course. Besides, learners found this tool useful, interesting and Other studies highlighted the concerns regarding Facebook
safe, resulting in better engagement and a competitive attitude. being a source of distraction more than learning and the
influence it has on academic performance is still questionable
Keywords— Online social networks; Social presence;
[10, 4]. These facts hinder the full adoption of Facebook in
Facebook; Online learning.
classrooms by instructors and educators. Sanchez, Cortijo, and
Javed argued that Facebook has yet to make significant
I. INTRODUCTION inroads into usage within classroom [11]. A recent study
With the increase use of social network technologies in the stated that institutions should investigate the potential benefits
world by users during their daily lives, many researchers and and drawbacks of Facebook as a learning tool in their
practitioners thought about using these technologies for a classrooms [12]. Thus, this study investigates the impact of
diverse range of purposes such as business, marketing, using Facebook as a learning tool on the learners’ level of
advertising and education. From the educational purpose, knowledge and motivation compared to the traditional
social network technologies contribute to the establishment of learning method in classrooms. In this context, a pilot
new learning environments where learners are engaged in experiment at a public university in Tunisia was conducted.
online learning communities using technologies familiar to The rest of the paper is structured as follows: Section 2
and accepted by their generation [1]. Social networks have the describes related work regarding social network sites,
potential to offer better support for self-governed, problem- specifically Facebook in education. Section 3 describes the
based and collaborative learning processes, resulting in better designed Facebook Learning tool to be used by learners at the
academic instruction and learning experience [2]. university. Section 4 presents the conducted experiment, while
Facebook is particularly getting the attention of instructors the experimental results are presented in section 5. Section 6
and educators because it is the most popular social network concludes the paper and gives an overview about future
among users, including learners. Facebook claims that, as of directions based on this research.
March 2017, 1.28 billion on average are daily active users [3].
In addition, most learners are using Facebook on a daily basis II. RELATED WORK
[4, 5]. According to Smith and Caruso [6], 96.6% of college
learners who participate in social networking use Facebook. This section defines social network sites (SNSs) and their
Another finding highlighted that 98% of undergraduate importance in education. In particular, this section focuses

2161-5330/17 $31.00 © 2017 IEEE 509


DOI 10.1109/AICCSA.2017.97
specifically on Facebook as a learning tool which is used by development; and, (3) possibility of widening the context of
instructors and educators. learning, where learners and instructors share personal and
professional matters, hence mixing different contexts of
A. Social network sites learning and social/personal life. Besides, Facebook supports
Since their introduction, social network sites (SNSs) such the “just in time” learning strategy since learners can instantly
as Instagram, Facebook, YouTube, and Twitter have grabbed use their mobile devices to access Facebook and learn
the attention of millions of users, where many of them have whenever they want and wherever they are.
integrated these sites into their daily practices. Boyd and While some studies have reported the advantages of using
Ellison [13] defined SNSs as “web-based services that allow Facebook in learning, other studies argued the positive impact
individuals to (1) construct a public or semi-public profile of Facebook as a learning tool on the learner’s performance
within a bounded system, (2) articulate a list of other users [10, 11, 12, 13]. Findings are mixed about the possibility of
with whom they share a connection, and (3) view and traverse Facebook in enhancing formal learning [20]. Besides, various
their list of connections and those made by others within the research studies highlighted some limitations of using
system.” Facebook in learning, such as privacy and cyber bullying [21].
SNSs have grown enormously since their invention Therefore, institutions should investigate the potential benefits
and their popularity among learners is unquestionable. They against the potential drawbacks of Facebook as a learning tool
were originally designed for social uses, and then their use in their classrooms [12]. The next section presents our
was shifted to other domains, including education [5]. designed Facebook learning tool which is used then in a public
Fernàndez and Gil-Rodríguez stated that the huge success Tunisian university.
of social networks has raised new questions regarding the
potential use of the latter as platforms for learning [14]. III. DESIGNED FACEBOOK LEARNING TOOL
Kayri and Çakir stated that, due their features, SNSs are Game development is gaining an increasing attention by
related to many pedagogical points of the constructivist researchers and practitioners, therefore many universities have
approach [15]. Visagie and deVilliers [16] pointed out that started including it as a course in their computer science
there is an emerging trend in integrating the pedagogical programs. This may prepare learners to an industry which may
potential of SNSs in higher education. In particular, Facebook get larger than Hollywood [22]. Thus, the designed Facebook
is grabbing the attention of instructors and educators because learning tool was designed to teach this interesting game
it is the most popular social networks among the majority of development course. The goal of this course is to introduce to
learners at university or college and they are using it on a daily learners games with their different genres and elements.
basis [4, 5]. The next subsequent section presents the Besides, it aims to help learners acquiring various technical
efficiency of Facebook as a learning tool. skills using a particular game engine.

B. Facebook as a Learning Tool The instructor started by creating a private group where
only him as a moderator had the possibility to accept the
Facebook is an SNS that was founded on 4 February 2004. requests of joining this group. This was to protect the privacy
Its mission, according to its information page is “to give of the learners, including their written information, from
people the power to share and make the world more open and outsiders or strangers during the learning using Facebook. In
connected. People use Facebook to stay connected with addition, each learner signed a code of conduct paper which
friends and family, to discover what’s going on in the world, says for instance a learner will be responsible for any
and to share and express what matters to them.” Facebook is misbehavior coming from his/her account profile.
mostly used to keep in touch with contacts, share photos, Furthermore, the instructor posted as a first video the rules
organize groups and use applications [17]. According to within this group which are about respecting and supporting
Smith and Caruso [6], of the 90.4% of college students who each other. This was to protect learners from cyber bullying
participate in social networking, 96.6% use Facebook. Recent which is a common problem in many online learning [21].
research at a major public university affirms this trend, The instructor also used the possible various features and
suggesting the proportion of undergraduate students with functionalities within a Facebook group to deliver a fun and
Facebook accounts exceeds 98% [7]. Junco reported that interactive learning experience to learners. This was as
students spend an average of over 1 h and 40 min per day on follows:
Facebook [18].
• Facebook wall: The instructor used the group wall to
During the recent years, several scholars and educators
post various learning content, such as video tutorials,
have focused on investigating the benefits and drawbacks of
links and web pages. This can help to deliver a rich
Facebook in educational environments [12, 13]. Various
learning experience by combining different
pedagogical affordances of Facebook are found as follows
information from different sources.
[19]: (1) possibility of mixing different learning resources
available in different mediums (e.g., YouTube or blog), • Facebook post: The instructor used the post
resulting in a rich learning experience; (2) possibility of functionality to create open and closed quiz questions
hybridizing different expertise of various contributors such as, regarding different parts of the course, such as game
graduate and undergraduate learners, practitioners and genres and elements. The learners can then post their
instructors, resulting in the encouragement of social capital answers as comments. The instructor can also post

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his feedback regarding the learner’s answer as IV. EXPERIMENT
comments too. This can help to create a constructive To evaluate the efficiency of the designed Facebook
discussion where learners exchange answers and learning tool, a pilot experiment was conducted in a public
feedback. At the end, the instructor posts the university in Tunisia during the second semester for two
"correct" answer, also in the form of a comment. months. This section introduces the participants of this
• Facebook chat: The instructor used the Facebook experiment. Besides, it describes the followed procedure.
chat to communicate with the learners within the
group and answer their questions regarding various A. Participants
points related to the provided course. This experiment was conducted in a public university in
• Facebook live: The instructor used the Facebook live Tunisia. Participants of this experiment were sixty under-
functionality to allow an external invited speaker to graduate learners. They are all majoring in computer science
participate in the course, share her expertise and and enrolled in “game development” course. Their ages
interact with the learners. This functionality can ranged between 21 and 23. The learners have reported that
make the learning experience more exciting and they have never previously taken a game development course.
engaging for learners by mixing different expertise.
B. Procedure
• Facebook Emoticons: To increase the learner’s
motivation, the instructor used the Facebook A quasi-experiment was designed by voluntary assigning
emoticons (e.g., like) to encourage learners whenever learners to two different groups namely experimental and
they give their answers. Also, these emoticons are control. The experimental group has thirty learners and used
used to gamify the learning environment, where the the designed Facebook learning tool to learn game
number of “likes” on the learners’ answers is used as development course. The control group has also thirty
a score for each learner. learners and used the traditional learning method namely
lectures to learn game development course. The two learning
Figure 1 presents an example of the way Facebook post methods were designed by the same instructor to ensure the
was used during the learning process. In particular, in this consistency of the implemented learning content.
figure, the first learner has five likes on her answer which
means that she got a score of five points on that answer. Before the learning process, both groups of learners took a
five points Likert scale motivation pre-questionnaire (1:
Strongly disagree and 5: Strongly agree) to evaluate their level
of motivation towards learning the game development course.
Also, both groups of learners took a level of knowledge pre-
test (using a pen and paper) to evaluate their level of
knowledge regarding game development.
After the learning process, during the whole second
semester, both groups of learners took motivation post-
questionnaires and level of knowledge post-tests. This aims to
investigate the impact of the designed Facebook learning tool
on the learner’s level of knowledge and motivation compared
to the traditional learning method.
In addition, the experimental group took a five points
Likert scale satisfaction questionnaire (1: Strongly agree and
5: Strongly disagree) which aims to investigate the satisfaction
of learners towards the usefulness of the new designed
Facebook learning tool and if they are willing to use it again in
the future. Besides, this questionnaire aims to investigate the
satisfaction of learners towards the applied security strategies
by instructor (closed group, signed code of conduct paper,
etc.) to protect their privacy and to avoid online problems such
as bullying. Furthermore, an unstructured interview was
conducted with the learners of the experimental group, in
order to get their feedback regarding this new learning
experience.

V. RESULTS
Fig. 1. Screenshot of the designed Facebook learning tool. The collected data from the learners was then analyzed
using IBM SPSS Statistics 19 in order to draw conclusions
regarding this new designed Facebook tool and the applied

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design strategies by the teacher. In particular, only eighteen As shown in table 2, there was a significant difference
learners from the experimental group and seventeen learners between the mean of the learners' scores in both post-tests,
from the control group completed all the required since the obtained p value is equal to 0.03 and less than 0.05.
questionnaires (in total thirty five learners).The obtained In particular, the experimental group had better post-test
results are listed in the following subsequent sections. results compared to the control group. Therefore, the null
hypothesis is rejected. This is explained with the designed
A. Level of Knowledge Facebook learning tool has significatly influenced the
To investigate the impact of the designed Facebook learners’ level of knowledge when it comes to learning the
learning tool on the learner’s level of knowledge compared to game development course compared to the traditional method.
the traditional method, the independent sample t test of the As a result, the experimental group made better learning
control and experimental groups’ pre-tests was calculated. In progress.
this case, the null hypothesis is that there is no difference
between the level of knowledge of both control and B. Motivation
experimental groups. Table 1 presents the obtained results. Prior to conducting further analyzes, it is important to
evaluate the reliability of the motivation questionnaire’s
measurement. Thus, the Cronbach’s alpha to measure the
TABLE I. T-TEST RESULTS OF THE LEVEL OF KNOWLEDGE PRE-TESTS
internal consistency was calculated and it was equal to 0.77.
This means that the questionnaire is reliable since Cronbach’s
Std.
Group N Mean t sig alpha is greater than 0.7 [23].
Deviation
To investigate the impact of the designed Facebook
Control 17 6.47 2.29 learning tool on the learners’ motivation compared to the
traditional method, the independent sample t test of the control
33 0.51 and experimental groups’ motivation pre-questionnaires was
calculated. In this case, the null hypothesis is that there is no
Experimental 18 6.97 2.19 difference between the level of motivation of both control and
experimental groups. Table 3 presents the obtained results.

As shown in table 1, the obtained mean of the pre-tests (of TABLE III. T-TEST RESULTS OF MOTIVATION PRE-QUESTIONNAIRES
both control and experimental groups) is almost the same.
Besides, as shown in table 1, there is no significant difference
Group N Std.
between the pre-tests mean of both the control and Mean
Deviation
t sig
experimental groups since the obtained p value is equal to 0.51
and greater than 0.05. Thus, the null hypothesis is not rejected.
This can be explained with both groups of learners are
Control 17 3.87 0.93
beginners in game development course before the learning
process, hence, they have had the same level of knowledge
pre-tests and no significant difference was noticed. -0.78 0.43
After the learning process using the Facebook learning tool 18 4.12 0.88
Experimental
and the traditional method, the post-tests of both the control
and experimental groups were also analyzed using the
independent sample t test. In this case, the null hypothesis is
that there is no difference between the level of knowledge of
As shown in table 3, the obtained mean of the motivation
both control and experimental group after the learning process.
pre-questionnaires (of both the control and experimental
Table 2 presents the obtained results.
groups) before the learning process is almost the same.
Besides, as shown in table 3, there is no significant difference
TABLE II. T-TEST RESULTS OF THE LEVEL OF KNOWLEDGE between the motivation questionnaires’ mean (of both control
POST-TESTS and experimental groups) since the obtained p value is equal
to 0.43 and greater than 0.05. Thus, it can be deduced that the
Group N Mean Std. t sig null hypothesis is not rejected and both group of learners
Deviation
namely control and experimental have the same level of
motivation before the start of the learning process.
Control 17 8.26 4.37
After the learning process using the Facebook learning tool
33 0.03
and the traditional method, the motivation post-questionnaires
of both the control and experimental groups were also
Experimental 18 11.30 3.73 analyzed using the independent sample t test. In this case, the
null hypothesis is that there is no difference between the level
of motivation of both control and experimental group after the
learning. Table 4 presents the obtained results.

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TABLE IV. T-TEST RESULTS OF MOTIVATION POST- TABLE VI. MEAN AND MEDIAN REUSLTS OF THE SATISFACTION TEST
QUESTIONNAIRES
Std.
Std. Variables Mean Median
Group N Mean t sig
Deviation
Deviation
security 2.5 2.25 1.04
Control 17 3.75 1.12
Usefulness 2.4 2 1.14
-0.52 0.6
Intention to use 2.5 1 1.18
Experimental 18 3.93 0.93

As shown in table 6, all values of the mean and median


are around 2 and completely far from 5, thus, the learners were
As shown in table 4, the obtained mean of the motivation very satisfied with the designed Facebook learning tool. In
post-questionnaires (of both the control and experimental particular, they felt safe while learning. Besides, they found
groups) after the learning process is almost the same too. the various used learning features and functionalities within
Besides, as shown in table 4, there is no significant difference the designed Facebook learning tool useful. Consequently, the
between the motivation post-questionnaires mean of both learners were willing to use this tool again to learn.
control and experimental groups, since the obtained p value is
equal to 0.6 and greater than 0.05. Thus, the null hypothesis is D. Opinion
not rejected and the designed Facebook learning tool did not
have a significant impact on the learners’ motivation level The learners’ opinions were collected via short and
compared to the traditional method. In fact, it is seen that the unstructured interviews. In these interviews, learners talked
learners in both groups were already highly motivated before freely about their opinions regarding the learning
even the start of the learning process (the motivation scores’ functionalities, applied strategies, etc. These opinions were
mean of both groups, as shown in table 3, are around 5). This saved and filtered by removing the ones which did not help in
can be explained with the “game development” course is a evaluating the Facebook learning tool. Furthermore, similar
newly added course to the curriculum and learners may opinions were grouped together. Table 7 lists some of the
considered it something interesting and were willing to grouped learners’ opinions collected during the interview.
discover it. Consequently, they were very motivated before
even the learning process. TABLE VII. GROUPED OPINIONS OF LEARNERS

C. Satisfaction Learners Opinions

Prior to conducting further analyzes, it is important to Learning game development course using this
evaluate the reliability of the satisfaction questionnaire’s Learner1 Facebook learning tool is very interesting and
measurements. Thus, the Cronbach’s alpha to measure the different from the classic learning methods.
internal consistency was calculated for each variable
(presented in the satisfaction questionnaire). As shown in table Learner2 The Facebook learning tool made me motivated and I
5, the Cronbach's alpha values of the three variables (security, wish that all universities use it during their courses.
usefulness and intention to use) within the satisfaction
questionnaire are greater than 0.7, hence the questionnaire is
reliable. Learner3
The facebook learning tool made us competitive by
trying to get as many “likes” as possible from the
teacher, to have the highest score.
TABLE V. CRONBACH'S ALPHA RESULTS OF THE SATISFACTION TEST
The instant answers (as comments) from the teacher
Variables Inter-items Cronbach's alpha within the Facebook learning tool created a
Learner4
constructive discussion where we exchangeed ideas
regarding game development course.
security 4 0.91

Usefulness 3 0.88 As shown in table 7, the learners were really interested in


learning the “game development” course using the new
Intention to use 3 0.78 designed Facebook learning tool. Besides, some of them
wished that universities starts using Facebook as a tool to
Furthermore, median and mean of the learners’ answers to deliver all courses. Furthermore, the used various features and
the satisfaction questionnaire are calculated. In general, a functionalities within Facebook group by the teacher (see
mean and median near 1 indicate that the learners are satisfied section 3), such as gamifying the learning environment using
with the developed Facebook learning tool. However, a mean emoticons or using the comments functionality, made learners
and median near 5 indicate that they are dissatisfied with this motivated, competitive and willing to learn more about game
learning tool. Table 6 presents the obtained results. development. These findings provide evidence that the
designed Facebook learning tool created an interactive, fun

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