'eLearning'

Thoughts on: A new wave of innovation for teaching and learning? (Alexander, 2006)

Alexander, B. (2006).  Web 2.0: A New Wave of Innovation for Teaching and Learning? EDUCAUSE Review, vol. 41, no. 2 (March/April 2006): 32–44. Available athttp://www.educause.edu/apps/er/erm06/erm0621.asp?bhcp=1

Major points:

The web has been highly social since it began (listservs, Usenet groups, discussion software, groupware etc)

Web 2.0 breaks “away from the notion of the Web as book, they are predicated on microcontent. Blogs are about posts, not pages. Wikis are streams of conversation, revision, amendment and truncation.”

“Like social software, microcontent has been around for a while. Banner ads, for example, are often imported by one site from another directory. Collaboratively designed web pages sometimes aggregate content created by different teams over a staggered timeline”

“Openness remains a hallmark of this emergent movement, both ideologically and technologically”

“Openness and microcontent combine into a larger conceptual strand of Web 2.0, one that sees users as playing more of a foundational role in information architecture” (tagging)

“How can social bookmarking play a role in higher education?… First, they act as an “outboard memory”, a location to store links that might be lost to time, scattered across different browser bookmark settings or distributed in e-mails, printouts and Web links.

Second, finding people with related interests can magnify one’s work by learning from others or by leading to new collaborations. Third, the practice of user-created tagging can offer new perspectives on one’s research, as clusters of tags reveal patterns (or absences) not immediately visible by examining one of several URLs.

Fourth, the ability to create multi-authored bookmark pages can be useful for team projects, as each member can upload resources discovered, no matter their location or timing. Tagging can then surface individual perspectives within the collective. Fifth, following a bookmark site gives insights into the owner’s (or owners’) research, which could play well in a classroom setting as an instructor tracks students’ progress. Students, in turn, can learn from their professor’s discoveries. ”

Wikis, blogging and RSS are good. (He says more but you surely know this stuff by now :)

The reverse chronological nature of Web 2.0 is particularly good for queries on current events.

Potential issues – copyright, network security when hosted on local networks, stability/longevity of service providers, preservation of useful pieces of microcontent, corporate buy-ups

Some interesting ideas in this one, much more based in what is happening rather than the hype of what might come.  

2 comments October 17th, 2007

Looking at: 2 case studies of multimedia learning objects

Bennett, S. and Reilly, P. (1998). Using interactive multimedia to improve operator training at Queensland Alumina Limited. Australian Journal of Educational Technology, 14(2), 75-87. http://www.ascilite.org.au/ajet/ajet14/bennett.html.

Lockyer, L. & Bennett, S. (2003) Digital video cases: Investigating the effectiveness of technology-supported continuing professional education for general practitioners. In N. Smythe (Ed.), Proceedings of the Apple University Consortium Conference (pp. 13.1-13.7). (Proceedings published on CD-ROM.)

These are two papers published about the process of developing some multimedia learning resources. They are written by some of my uni lecturers, which makes this a little weird but I’ll press on anyway.

The first revolves around a package called Dual Diagnosis, which is designed to assist GPs with evaluating patients with both mental illness and substance dependencies. It includes video clip case study examples of patients attending a number of sessions with a doctor. It also has pre and post tests and a range of printed information and weblinks.  There is also the ability to take notes within the tool.

Overall this is a pretty well put together package (well, at least given my knowledge of medicine) – however one thing I would have found useful was more in depth feedback in the pre and post tests. It gives you a breakdown of the questions that  you got right and wrong but doesn’t reiterate what they were and what the correct answers should have been. This might have broken the elegance of the single page presentation but would have been more helpful.

“Case-based methods are considered to support learners in making links between theory and practice – specifically such methods support active, independent learning with authentic situations and interactions. (Bromley, 1986). Learners are required to analyse these ‘real-world’ problems, reflect on their understandings, interact with other learners and thus explore multiple perspectives and reflect upon or suggest a course of action. (Bennett, Harper and Hedberg, 2002). Specifically these strategies are seen to support deep understanding, critical analysis, decision-making and communication skill development”

This package was tested on two groups of GPs – one that had attended a face-to-face orientation session and another that hadn’t. This paper was written before the evaluation was complete but some of the responses to and concerns about the package were interesting – “Participants expressed concern about using it in an office setting – particularly with a patient in the office. They also identified that they already felt pressed for time and were unsure that they would find opportunity to work through the package. Some identified lack of access to a computer or were concerned that they might lack the necessary technology literacy to use the package”

This suggests to me that some people will instinctly react against the use of multimedia technology and that the design of the interface should be as simple as possible (which I think it is in this case) and probably should reflect something that the learner is already familiar and comfortable with.  

The second package is a fairly specific training package for alumina producers at an aluminium refinery in Queensland. It is very much about training workers in particular processes to ensure maximum efficiency and safety.

Bennett begins by illustrating the proven usefulness of multimedia in education.

“Interactive multimedia can offer a range of benefits over traditional training approaches by providing improved flexibility, cost and time effectiveness, consistency and availability… Forman (1995) identifies benefits and values in four major areas – organisational benefits, instructional benefits, learning effectiveness and business efficiency.l Multimedia can also provide improved and more consistent testing and administration… Keppell and Richards (1996) also suggest that self paced multimedia materials offer a private environment which enables trainees to review the material as many times as they wish”

The multimedia package was designed as a supplementary resource to the face to face instruction.

“A new training structure was designed which incorporated a multimedia tutorial which could be used before, during and after practical training sessions with an experienced operator”

There was a comprehensive development cycle used:

  1. Needs assessment
  2. Costing and scheduling
  3. Content collection
  4. Planning grid development
  5. Editorial
  6. Client review
  7. Revision and sign-off
  8. Image collection
  9. Digitising
  10. Authoring
  11. Audio
  12. Beta testing
  13. Client review
  14. Revision and sign-off
  15. Delivery
  16. Trial and evaluation

“These multimedia packages were developed to train operators of heavy mining equipment and were designed to address limited literacy and computer skills through the following strategies:

  • the use of simple direct language
  • limiting screen information to a single concept
  • logical explanations for procedures
  • use of graphics to support and explain text
  • use of large buttons
  • avoidance of icons
  • limited navigation options (next, back, help, quit, menu and settings”

“Further development of this model has seen the inclusion of optional, full narration which matches the on-screen text and text/audio help which provides an explanation of the features on each screen. Kenworthy (1993) recommends that information be both visualised and verbalised for poor readers and that supporting audio match on-screen text exactly to allow the identification of unfamiliar words.”

Those are some particularly handy hints – the use of audio in a lot of educational multimedia resources is very underdone and I think it should be used in most places that you have text. I was surprised by the avoidance of icons – maybe this means icons by themselves without accompanying text – I might have to follow that up.  

All in all a couple of interesting projects with some good detailed information about the multimedia design and development process.

Add comment October 1st, 2007

Thoughts on: Computer-mediated communication, elearning and interactivity (Bannan-Ritland, 2002)

Bannan-Ritland, B. (2002). Computer-mediated communication, elearning, and interactivity. The Quarterly Review of Distance Education, 3(2), 161-179.

Perhaps this is a display of my ignorance about academic writing but the fact that it takes Bannan-Ritland 7 pages to explain the method that she used to create this overview of academic writings that relate to interaction (particularly finding a definition for the term) seems pretty counter-productive and makes for some rather turgid reading. (Given that it only took her a couple of paragraphs to explain that there is a fair degree of difference of opinion in the writings about the definition)

Once she gets going though it gets much better and some interesting ideas about the nature of interaction are covered.

“Interaction can be viewed as a function of:

  1. learners participation or active involvement
  2. specific patterns and amounts of communication
  3. instructor activities and feedback
  4. social exchange or collaboration
  5. instructional activities and affordances of the technology

She goes on to look at the papers that address each of these possible definitions and look at examples

Interactivity as defined by Active involvement by the learner

“the researchers concluded that students have specific goals for each interaction in an eLearning environment, including getting help or sharing information related to the content of the course, getting help on the technology, submitting homework and participating in discussion to exchange ideas of socializing”

The Gunawardena, Lowe and Anderson (1997) model of knowledge construction “relies on an active view of knowledge construction by the learner that moves through five phases, including:

  1. sharing/comparing of information
  2. discovery and exploration of dissonance or inconsistency among ideas, concepts or statements
  3. negotiation of meaning and/or co-construction of knowledge
  4. testing and modication of proposed synthesis or co-construction
  5. phrasing of agreement, statements and applications of newly constructed meaning

Interactivity as defined by Patterns of Communication among learners/instructors

“Identifying the purpose of online messages as organizing, lecturing, humanizing or expressing opinions provided a detailed view of interaction patterns in an eLearning environment”

“Vrasidas and McIsaac (1999) explicitly and broadly defined interactivity as “reciprocal actions of two or more actors within a given context” (p. 25)… In addition, data on teacher and student views of interaction were collected, ultimately determining that multiple factors such as structure of course, class size, feedback and prior experience with CMC influence interaction”

Synchronous communication was determined to be more interactive, demonstrating a type of discourse mimicking face-to-face interaction. Asynchronous communication was more constrained than synchronous but also more complex”

“Also in a small group context, Ahern and Durrington (1995-6) investigated the effects of anonymity and interaction in a computer-mediated discussion and found that anonymity promotes increased participation by students”

Interactivity defined as Instructor/Learner communication

Mahesh and McIsaac (1999) operationalized interactivity as the dynamic of instructor-student communication and the actions of the instructor to encourage communication among students. Instructor time spent on these activities also provided an operational definition of interactivity in this study”

“These researchers concluded that eLearning is dependent on the personal and unique style of instructors and their activities in an online course as well as instructional and logistical factors”

Interactivity as Social, Cooperative or Collaborative Exchange

…messages that asked questions, answered questions, provided support, clarified ideas, built consensus and contained social messages were interactive in nature. Asynchronous bulletin board conferencing provided more task-related messages and were more appropriate for self-reflection, while synchronous chat demonstrated more interactivity… and much less task-oriented communication”

Interactivity as a Range of Instructional Activities and Technologies

Luetkehans (1999) determined that interactivity is most prominent in contexts where multiple strategies and activities, including instructor feedback, collaborative learning strategies and multiple technology mechanisms encourage student participation”

Bannan-Ritland moves on to examine the specific types of eLearning interactions identified in the literature

  • learner-self
  • learner-human (learner-learner, learner-instructor)
  • learner-non-human
  • learner-instruction

“structure, class size, feedback to students and participants prior experience with CMC are prominent variables related to interaction”

“teachers are more concerned about the level of participation and interaction with students in an eLearning course than a traditional one and… students stated that a lack of feedback from both instructors and their peers contributed to feelings of isolation and dissatisfaction with the course”

Bannan-Ritland identifies some gaps in the current research (or at least in the research she investigated)

“This review did not reveal any studies focusing on learner-non-human interactions, nor did the review reveal research that demonstrated the higher-level learner instruction interactions that incorporate a meta-level strategy or deliberate arrangement of events”

Some of the key findings that Bannan-Ritland drew from her review are that:

  • high levels of interaction need to be modeled by the instructor for students
  • a cooperative goal structure requiring students to interact with other students can promote interaction
  • Asynchronous and synchronous forms of communication afford different instructional strategies
  • instructor’s teaching style and background impacts course design, structure and level of interactivity implemented
  • small groups using asynchronous communication demonstrate task-directed behaviour in problem solving
  • instructors should expect to spend more time on an eLearning course than a traditional one
  • sychronous discussions are highly interactive and demonstrate more student control
  • asynchronous mode offers more complex language than synch and primarily demonstrated student responses to teacher requests
  • instructor or subject matter expert needed to draw out new concepts
  • pair advanced students as mentors to novices
  • promote issue-based introductory questions allowing students to develop own ideas and thoughts.

The summary of all the research papers at the end – broken down by focus, types of interactions and conclusions is the most useful part of this as it is packed with good practical tips.

Add comment September 26th, 2007

Thoughts on: Navigation options in Interactive Multimedia (Harper, 1992)

Harper, B. (1992) Navigation Options in Interactive Multimedia. In J. G. Hedberg and J. Steele, Educational Technology for the Clever Country, Selected papers from EdTech’92,Conference of the Australian Society for Educational Technology. University of Adelaide-Australia, 1-3 October (pp 10-16). Belconnen, A.C.T. : AJET Publication for the Society.

This article, like many others, starts out with the usual rah-rah interactive multimedia is great, shift to learner-control, enriching the learning experience yada yada spiel. It’s all fairly true but it seems to be at the start of every article I’ve read for a while now.

Once it gets past this preliminary stuff though, it is actually fairly useful and contains a number of interesting approaches to designing navigation in multimedia. It’s a little unfortunate that the article is 15 years old though as you get the sense that there’s probably been a lot more work done since. It therefore requires a little extrapolation to move the concepts to the 3D game based environment that I’m thinking about (I think Wolfenstein 3D had only just been released at the time this was written)

My project is to develop a 3D game space that the learner walks through in first person perspective. It provides new teachers at CIT an orientation to the services and resources available within the Education Development Centre at CIT, which includes Curriculum, Teacher Education, the Library and Flexible Learning Solutions (the online learning unit).

It’s possible to run this as a multiplayer game which allows for real-time text chat interaction between a number of players.

I’ll run through some of the interesting ideas about multimedia navigation in the paper and how I might use them in my game.

(To begin, here is why good navigation design is important)

“… used effectively, the technology can allow users to interact in ways that the designers of the system did not plan… good instructional design of interactive multimedia materials makes it unnecessary to materials to be structured for the learner. Effective student use of unstructured materials however, will depend on the type of access to the information the users can obtain i.e. the navigation options available to the user. ”

“When a learner can branch down multiple paths and rapidly change the direction and focus of the learning sequence, there is possible interference with effective learning through the inappropriate application of information by the learner to their internal schemas”

Navigation options:

“the guide metaphor where a character is created and used by the author to link ideas and visual travel through the hypermedia materials” – this is certainly one approach to the game and could be done in several different ways.

A non-player-character is automated and sets the learner tasks to complete in the environment (although this isn’t a guide so much I guess) – there could be NPCs in hallways that can answer basic queries about where certain areas are. The other option is to have a live guide in the multiplayer version who runs a bit of an orientation – though this isn’t necessarily very practical or realistic.

“other suggested structures include those which are based on ideas such as sequential navigation (using cues to show how far you are along a path; the clues varying from a simple screen number of the total or some conceptual description of the sequence), visual navigation (using a plan of the possible paths) and hybrid navigation (mixtures of both) (Hedberg & Harper, 1991)”

This has given me some thoughts about ways to set up the activities – in recreational gaming I’m fairly partial to sandpit style games such as the Grand Theft Auto series, where you can take on missions or just explore the environment. (But you need to complete certain missions to unlock new missions or new parts of the environment). I could have the entire area explorable, with different kinds of resources accessible (including being able to chat to all the staff) as well as having a room where you can get your missions from. You could collect keys (or something) which allow you to unlock rooms which provide additional missions. You could measure your progress by looking at the rooms you’ve opened.

Techniques to provide navigation cues for users:

“using colour to identify the area or major learning path”

This actually works pretty well as we recently had the rooms in our area repainted and each dept went with a different colour scheme. I’m thinking that it would be useful to have a few “You are here” maps around the place and/or some signs which could be colour coded without too much difficulty.

“simple use of contextual clues, regular use of a standard format of basic word style format to indicate links with other sources of information”

Other than the fact that this seems like a fairly tortured sentence, what I got from it was that in the rooms, on the walls near the desks of the different people we could have text and icons that reflect their areas of expertise. These could also be replicated on the maps. (E.g an artists palette for our graphic designer) 

“written directions which appear in separate areas or windows to the information required to learn the underlying concepts”

I agree with this idea although I’m not sure entirely how to put it into action in the software that I’m thinking of. (FPS Creator). If the player/learner had a key that they could toggle a PDA on and off, you could have this information there. It could be possible to have some computer screens that the player/learner could access this information from but they would need to go to the screen any time they wanted to check a detail. If it was a multiplayer game I guess the instructions could just sit in the chat window. 

“enabling learning path maps to be modified highlighting the paths which have been travelled”

This comes back to my earlier point about knowing what you’ve done by what rooms you’ve unlocked.  I’m a little unsure about this however as it goes against my desire to have an environment that people can wander around completely freely. 

“creating new links by the learner using a series of tools which enable the package to be modified, either by adding new information or by adding new hypertext linkages based on the students’ own conceptual maps”

It would be great if there was some way to embed web access (and presumably a wiki) into a part of the game. As far as I’m aware, this isn’t an option but I’ll keep looking. A setup like the 3D browser called 3B would be good – it could live on the smartboard in the training/conference room part of the game.

Defining Navigation types:

This is another of those instances where the datedness of this article shows – the concepts are still sound, just behind the times.

“Materials can be designed to focus on the appropriate development of schema and hence improve learning efficiency. In effect, any navigational system must employ elements with as much intrinsic meaning as possible… this link can be enhanced through understandable and well chosen metaphors”

He goes on to list a few different options:

  • Modal (icon based)
  • Relational (stack maps)
  • Hierarchical (more like an organisational chart or a website map)
  • Sequential (basic back, forward and index buttons)
  • Geographical/Spatial (much closer to Florin’s info landscape model – and my 3d game)
  • Conceptual (metaphor + info landscape)  

The Geographical/Spatial seems to reflect my approach with the game so I guess I’ll note the quote:

“selecting parts of a whole by an inherent physical/geographic relationship. This approach might be exemplified region by using a map as a link between objects” – or a navigable 3D environment.

 I had a few other thoughts as I was reading this paper:

What about a bookshelf in every person’s area? (Or similar metaphor for stored info – maybe a pda?)

It would be good to be able to access the online pd courses from inside the game – again, in game web access is the key.

Add comment September 7th, 2007

915 Heuristic 1: Useful online discussion requires effective moderation.

The discussion board is a highly useful tool in network based learning, offering learners (and teachers) a space to collaborate and share information and opinions about course content and class work. As an asynchronous form of computer mediated communication, it provides flexibility, accessibility and a level playing field for learners who might not normally feel comfortable speaking up in a face-to-face class.

It’s important to recognise however, that an effective discussion board – one with regular, meaningful posts from a majority of the class – doesn’t run itself and it is the responsibility of a moderator (generally the teacher) to “initiate and sustain the interaction in a networked learning community”(Levin, 1999).

This is done initially through orientation and socialisation (Salmon, 2004) and by providing clear objectives and guidelines (Graham, Cagiltay, Lim, Craner & Duffy, 2001) for the use of the board.

Graham et al (2001) offer a number of practical suggestions for this:

  • Discussions should be focused on a task”
  • Learners should receive feedback on their discussions”
  • Instructors should post expectations for discussions”
  • Instructors can still give prompt feedback on discussion assignments by responding to the class as a whole instead of to each student”

This might involve contacting the learners individually at the start of the course to ensure they are able to access the discussion board, running a face-to-face orientation session to the technology, encouraging them to make a brief post about themselves (and comment on others) and offering clear information about the role discussion plays in subject assessment.

It could also involve driving discussion by posting relevant topics or “sparks” (Salmon, 2004) and responding to queries in a timely manner.

In my role as an educational multimedia designer, I regularly work with teachers at CIT (Canberra Institute of Technology) who don’t understand why their students aren’t making use of the discussion boards in their WebCT courses. Frequently it’s because the learners have been told that the board is there and have then been left to their own devices with it. Other times teachers regularly post discussion questions but don’t always follow up with feedback.

I must admit that the first time I had my multimedia students use individual blogs for their work/process journal with the aim of stimulating critical reflection, half of them thought they had to set up a new blog account each week and I’d offered no real guidelines on post length, specific content or frequency – so I am aware that it’s an area that requires a certain amount of thought as a designer.

Gilly Salmon’s 2004 book “e moderating – the guide to teaching and learning online” is a great resource for teachers looking for practical guidelines. She offers a 5 stage scaffolded model which moves from Access and Motivation to Online Socialisation to Information Exchange to Knowledge Construction and finally to Development, where learners largely drive discussion on their own.

Levin, J. (1999). Understanding the Lifecycles of Network-based Learning Communities. Paper presented at Symposium 6.29 “Indicators of Change in Computer-Based Community Building” Annual Meeting of the American Educational Research Association,Montreal, April 1999 . Retrieved 10 July 2006 from http://faculty.ed.uiuc.edu/j-levin/Levin-Cervantes.final.html

Salmon, G (2004) emoderating – the key to teaching and learning online (2nd ed.) London, UK. Taylor and Francis books ltd.

Graham, C., Cagiltay, K., Lim, B-R., Craner, J., & Duffy, T. M. (2001). Seven principles of effective teaching: A practical lens for evaluating online courses. The Technology Source Archives at the University of North Carolina

Add comment August 19th, 2007

Concept map: Network based learning

Click for full sized version

Add comment August 19th, 2007

Thoughts on: Theory into practice: How do we link (Bednar, Cunningham, Duffy & Perry 1995)

Theory into Practice: How do we Link?

Bednar, A. K., Cunningham, D., Duffy T. M. & Perry J. D. (1995). Theory into Practice: How do we Link? In G. J. Anglin (Ed), Instructional Technology: Past, present and future. Englewood, Co: Libraries Unlimited, pp 100-112.

This reading was as difficult and painful as the last one was enjoyable and enlightening.

While there are a handful of interesting ideas for actually applying the constructivist approach in a practical manner, it largely comes across as a blend of evangelising and lecturing.

Its language is convoluted and highly academic and rather than back up the ideas with analogies or examples, it just keeps plowing on in its own jargonistic way. The position that there can only be one approach and that attempting to cherry-pick the best ideas from a behaviourist/directed method and a constructivist one really wears after a while.

These are the points of interest that I garnered from the thing:

“Objectivism is a view of the nature of knowledge and what it means to know something. In this view, the mind is an instantiation of a computer, manipulating symbols in the same way (or analogously, at least) as a computer”

“Knowledge, therefore, is some entity existing independent of the mind of individuals and is transferred “inside”… thus this school of thought believes that the external world is mind independent (i.e., the same for everyone) and we can say things about it that are objectively, absolutely and unconditionally true or false.”

“Consistent with this view of knowledge, the goal of instruction, from both the behavioural and cognitive information processing perspectives, is to communicate or transfer knowledge to learners in the most efficient, effective manner possible… thus the transfer of knowledge is most efficient if the excess baggage of irrelevant content and context can be eliminated”  This strikes me as putting words into the mouths of the behaviourists and cognitivists

“Behaviourist applications will focus on the design of learning environments that optimise knowledge transfer, while cognitive information processing stresses efficient processing strategies” I would have assumed that part of efficient processing would be helping learners to connect new info with prior knowledge and experiences

“Learning is a constructive process in which the learner is building an internal representation of knowledge, a personal interpretation of experience.   Consistent with this view of knowledge, learning must be situated in a rich context, reflective of real world contexts, for this constructive process to occur and transfer to environments beyond the school or training classroom. Learning through cognitive apprenticeship, reflecting the collaboration of real world problem solving and using the tools available in problem solving situations are key.”

“The constructivist view is different. Since the learner must construct an understanding or viewpoint, the content cannot be pre-specified. Indeed, while a core knowledge domain may be specified, the student is encouraged to search for other relevant knowledge domains that may be relevant to the issue”

“The constructivist view turns toward a consideration of what real people in a particular knowledge domain and real life typically do” This I have some trouble with – imagine someone turning up for their first day of work in a new job – the boss explains to them step by step how certain things are done, there is no “figure it out for yourself in your own time, just remember that we are a cafe/hairdresser/etc and you can find information on Google”. (I know this is an oversimplification)

“The most important goal is to portray tasks, not to define the structure of learning required to achieve a task”

“Constructivists do not have learning and performance objectives that are internal to the content domain (e.g., apply the principle) but rather we search for authentic tasks and let the more specific objectives emerge and be realised as they are appropriate to the individual learner in solving the real world task”

“What is central, in  our view, is the development of learning environments that encourage construction of understanding from multiple perspectives. “Effective” sequencing of the information or rigorous external control of instructional events simply precludes that constructive activity”

For example, it is inappropriate to control or focus the attention of the learner in a manner distinct from a real-world context”

An essential concept in the constructivist view is that the information cannot be remembered as independent, abstract entities” This strikes me as overly absolutist

We believe… that the learning of content must be embedded in the use of that content”

“The constructivist view emphasises that students should learn to construct multiple perspectives on an issue”

“A central strategy for achieving these perspectives is to create a collaborative learning environment. Note that while cooperative learning has a long history, the focus in that literature has been on the behavioural principles of learning that can be realised in the group environment. We wish to emphasise instead the use of collaboration to develop and share alternative views”

“With a constructive view of knowledge, the goal is to improve the ability to use the content domain in authentic tasks (Brown, Collins & Duguid 1989a). Instruction is the act of providing students with these tasks and providing them with the tools needed to develop the skills of constructing an informed response and for evaluating alternative responses.”

“One possible type of student evaluation activity would ask learners to address a problem in the field of content and then defend their decisions. Another might ask the learners to reflect on their own learning and document the process through which they have constructed their view of the content… Two elements seem to be important: that the perspectives that students develop in the content area are effective in working in that area and that the students can defend their judgments

The second element, the ability to explain and defend decisions, is related to the development of metacognitive skills, thinking about thinking. Reflexive awareness of one’s own thinking implies monitoring both the development of the structure of knowledge being studied and the process of constructing that knowledge representation”

 This kind of activity – while useful – doesn’t seem relevant to the areas that the students are going to be developing skills in – how often will a hairdresser need to write a reflection about their work? This could well make them question and strongly resist this kind of assessment – with the argument that they’ve already demonstrated their knowledge by doing the authentic tasks. 

In essence, this is all constructivism-rah-rah-rah but it feels like it comes from people dealing with education far more on a theoretical level than a practical one. The repeated assertions that it’s unthinkable to mix styles/approaches and that this is the only way to go strikes me more as the arguments of the freshly converted.

I’m not saying that elements of the approach aren’t highly valuable but there is no magic formula for all situations and that’s the message I feel this reading is selling.

Add comment August 15th, 2007

Using Second Life for education

Interesting overview of some of the educational uses of Second Life from http://karlkapp.blogspot.com

Add comment August 14th, 2007

Thoughts on: Multimedia Instruction Environments (Schwier and Misanchuk, 1993) (EDGI913)

Multimedia Instruction Environments (pdf, 580K)
Schwier, R.A. and Misanchuk, E.R. (1993). Interactive Multimedia Instruction. Englewood Cliffs, NJ: Educational Technology Publications. Chapter 2, pp.19-33.

While there are some interesting ideas in this chapter of the book about different approaches (prescriptive vs democratic) to the use of multimedia in education, for the most part this came across as something of a historical curiosity.

The rise of the Internet and the social web (which were at the time of writing, in fairness, respectively in their infancy and a mere twinkle in the eye) have rendered much of this discussion irrelevant.

However, because I’m meant to glean some wisdom from this and I have a big assessment on the differences between prescriptive and democratic approaches to education, I’ll press on.

Main points:

“Romiszowski (1986), discussing the function of control in self-instructional media, organizes a schemata of systems for individualizing instruction. He identifies three characteristic positions: prescriptive, democratic and cybernetic

“Instructor preferences and learner characteristics… impose structure on instructional decisions”

PRESCRIPTIVE

A prescriptive multimedia environment… prescribes what the learner is to learn. Instruction is concocted and delivered to the learner”

“There are usually specific objectives the learner is expected to achieve, and in most cases learning is evaluated in accordance with the specified objectives” (such as competencies in a VET context but surely there is an element of this is ALL assessment?)

“Access to content is structured”

“Learners are either granted or denied access to areas of instruction based on their progress in the instruction or they are advised which paths would be most profitable.”

“The focus of this environment is the achievement of specified, externally defined goals”

“A popular breakdown of prescriptive instruction designs includes drill and practice, tutorials, most games and some simulations”

“Drill and practice usually takes the form of a string of question-answer-feedback sequences. The purpose is usually to review previously learned material in a test-like environment rather than learn new material” (Reinforcing learning – this doesn’t seem like a bad thing)

“For drill and practice, multimedia instruction can be used to increase the types, amounts and layers of stimuli and feedback presented”

“Tutorials are used to teach new information. Information is usually presented, learners are given opportunities to practice using the information and learning is reinforced.

For example, a typical tutorial environment will have an introduction (including motivational set), organizing material (e.g. advance organizers, objectives, topics), novel content, embedded practice and interaction (e.g. adjunct questions, exercises, activities), feedback, review and evaluation.”

“In mediated tutorial instruction, our challenge is often to provide a rich, vicarious experience which approximates genuine human interaction” (reasonably achieved in the Web age with computer mediated communication)

“…tutorials constrict learner control over instruction. This is desirable in many instructional settings but highly undesirable in others” (making the incredibly insightful point that different learning approaches are needed in different situations)

“Games are usually directed at a specific goal and involve some measure of competition. Simulations provide an abstraction or simplification of reality – some level of mimicry, in which the learner encounters circumstances and tries to respond to them. Instructional gams are rule-based, focused on specific goals or outcomes, usually divorced from reality and based on competition among players or against the system.

Instructional simulations, by contrast, typically use rules to define the parameters of interaction within a model of reality and play ultimately results in one of several available conclusions. Which conclusion is reached by a player is determined by choices and decisions made during instruction. Close approximation of the dynamics of reality is desired and the learner becomes a part of the system rather than a competitor against it.” (Interesting take on games vs simulations – some merit to it although I think it’s simplistic)

Many simulations and games may not emphasize prescriptive instruction, the primary purpose of many games and simulations is entertainment or vicarious experience, with learning as a convenient by-product. (This may be true in some instances but a lot of research has gone into edugames since this was written. It also misses online gaming and the key element of interaction with others)

DEMOCRATIC:

“Democratic environments shift the control of instruction to the user… Democratic environments permit the learner to influence what is learned, or how it is learned, or at least the order in which it is learned” (This talk of learner-centredness reminds me of the approach of constructivists in defining constructivism by trying to belittle the behaviourist/directed learning methods. It seems bigger on rhetoric than solid examples)

Instructors or instructional designers do not impose structured instruction. The democratic environment either supports prescribed instruction or it exists without reference to prescribed instruction .(Um, so which one is it – how can it be different if it is the same?)

The difference is in intent and control. Learner controlled instruction would supplement prescribed instruction in this case, not substitute for it. The learner chooses to use it or reject it. For other democratic resources, the emphasis shifts from constructing and controlling instructional events to providing easy access to instructional support. These types of multimedia learning resources emphasize navigation, motivation and access and would likely downplay objectives and evaluation” (Reminds me a little of problem based learning – learners first need to work out what they need to know to solve the problem. As far as providing easy access goes, this seems to describe hyperlinks. Moving away from objectives and evaluation sounds better in theory than practice – the StageStruck game offers next to no guidance (certainly none in exiting it) and I found it frustrating. )

Supplementary instruction “assumes primary instruction exists elsewhere. Supplementary instruction either reinforces what has already been taught or it attaches new instruction to what has been taught…the difference is that supplementary instruction is voluntarily undertaken; the locus of decision-making rests with the learner” (As far as I can see, the defining characteristic of democratic learning environments is that learners can choose to ignore all the material presented to them – and doesn’t the notion of supplementary resources just seem like the World Wide Web)

(So to sum up what seems to be the authors point:)

To us, instructionality is defined by intentionality and simply allowing a learner to “graze” informational resources (databases) does not necessarily lead to instruction (Now aside from the horrible mangling of language in that sentence, the point seems to be that a prescriptive, focused approach is better)

“Most well designed learning resources provide multiple avenues of access to material” (this I’m happy to agree with – but an avenue is still a path)

From here the datedness of this chapter becomes abundantly clear as it delves into current developments in multimedia – with respect they do touch on “Nelsonian Hypermedia”, which appears to be a forerunner to html hypertext as we know it today but after 15 years it seems a little less amazing than it did back then.

CYBERNETIC ENVIRONMENTS:

The authors make another interesting point in this section – that a lot of computer based designed relies too heavily on the “book metaphor”. “In other words, we think of interactive treatments in terms of chapters, tables of contents, pages, headings and subheadings” (This can be seen today in a lot of web design – particular web 1.0 )

“By contrast, human thought is a robust metaphor for interactive treatments. Conceptual environments, cognitive mapping and logic approaches may gain high status in the metaphoric pecking order” (definitely an interesting thought – not sure how well this has been realised yet though)

The chapter goes on to look at A.I options for designing interactive educational multimedia and the challenges this offers but again, the rise of computer mediated communication tools and the social web seem to render this a bit of a dead end.

Add comment August 7th, 2007

Thoughts on: Elements of Effective eLearning Design (Brown & Voltz 2005)

Brown A.R., & Voltz B.D. (2005) Elements of Effective e-Learning Design, International Review of Research in Open and Distance Learning. http://www.irrodl.org/index.php/irrodl/article/view/217/300

Annotation: Design elements to consider when developing e-learning materials. Paper provides examples of learning objects developed by The Le@arning Federation (TLF) to explain the design elements. (As you read this paper, see if you think they’re interpretation of e-learning relates to your interpretation of network-based learning.)

Abstract: Preparing and developing e-learning materials is a costly and time consuming enterprise. This paper highlights the elements of effective design that we consider assist in the development of high quality materials in a cost efficient way. We introduce six elements of design and discuss each in some detail. These elements focus on paying attention to the provision of a rich learning activity, situating this activity within an interesting story line, providing meaningful opportunities for student reflection and third party criticism, considering appropriate technologies for delivery, ensuring that the design is suitable for the context in which it will be used, and bearing in mind the personal, social, and environmental impact of the designed activities. Along the way, we describe how these design elements can be effectively utilized by contextualizing them with examples from an e-learning initiative.

Key Points:

  • Text, images and sound can be combined to create materials that cater for several learning styles and allow a degree of interactivity on the part of the student.
  • Six key elements of eLearning design: Activity, Scenario, Feedback, Delivery, Context and Impact
  • Activity – the actions/challenges of clear tasks offer experiences leading to desired new understanding
  • Scenario – a relevant, authentic context offers motivation to learners and adds meaning
  • Feedback – experience becomes knowledge through reflection, which is enhanced by timely/appropriate criticism
  • Delivery – horses for courses – use what best serves the other 5 elements
  • Context – consider the eLearning activity in relation to the rest of the course/institution/platform/culture
  • Impact – does the content/platform benefit the learner/teacher/wider community

In essence, prioritise the student experience.

I think that the first three points here are the key ones in learning design – the others are things that will be considered by default (as long as you respect the learner) and don’t necessarily have as much direct bearing on the effectiveness of the material.

Interesting and useful quotes:

“Effective design of electronic learning materials relies on instructional design processes that reflect the absence of or reduction in face-to-face instruction… by ‘design’ we mean the planning or working out of the e-learning resource. This combines tasks including lesson planning, instructional design, creative writing and software specification”

“In the modern world, language is not the only important communication system. Today images, symbols, graphs, diagrams, artefacts and many other visual symbols are ‘particularly significant’ (Gee 2003 p.13)”

ACTIVITY:

  • “creating effective e-learning relies on having tasks for students to undertake that provide an experience likely to lead them to the desired new understanding”
  • “a rich activity is one that opens up opportunties for action rather that directs students down a prescribed pathway”
  • “the activity needs to be considered from the perspective of the actions and challenges it affords the student”
  • “the use of an appropriate and clearly evident activity is fundamental to an effective learning outcome and ensuring that the integrity of the activity is maintained as focus shifts to the media-focused development stages is an ongoing challenge for the e-learning designer”

SCENARIO:

  • “There needs to be a reason or motivation to undertake an educational activity if the learning is to be memorable and considered valuable. An interesting context or scenario can assist the activity to have meaning.”
  • “Scenarios are usually provided by a story, role play, or simulation, within which the activity plays a pivotal role in helping the students to contextualise content”
  • “An interesting scenario will make extensive use of humor, imagination, reward, anticipation or drama to enhance the activity. It will have topics and themes likely to be relevant and interesting to the target audience. It will  make the learning activity seem like an obvious or necessary thing to undertake, given the situation presented by the scenario”

FEEDBACK:

  • “Experience becomes knowledge through reflection, which is enhanced by timely and appropriate criticism”
  • “The range of available feedback strategies is vast, including reflective responses to prescribed questions, semi-automated responses by the system to student actions and work, shared comments in online forums and blogs, and personal responses via email, telephone and post.”

DELIVERY:

  • “The appropriate delivery of e-learning should aim to maximise the engagement of the student with the activity, enable the communication of stimulating contexts and maximise opportunities for feedback and reflection”

CONTEXT:

  • “Elements of activity, scenario and feedback need to take into account the users’ profile and the delivery element needs to consider the technical infrastructure. However, additional contextual considerations include the institutional objectives of the e-learning program, the role and skills of any instructor, longevity of the resources and cultural sensitivies”

INFLUENCE: 

  • “Considerations about the personal influence of the e-learning design might consider… the extent to which the content benefits the user… the extent to which people other than the learner might benefit.. the extent to which the environment will benefit from the design”

CONCLUSION:

  • “We encourage a participatory design and implementation approach, where the e-learning system is a two-way street, allowing early and ongoing communications betweeen designer and users.”

Add comment July 30th, 2007

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